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Armageddon Manual Ebook

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0% found this document useful (0 votes)
156 views36 pages

Armageddon Manual Ebook

Uploaded by

mudgejeff7
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

Contents

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

A massive space hulk is drifting towards Armageddon, and the


planet is threatened by the war hungry brutal Orks. Welcome to
the battlefield!
Warhammer 40,000: Armageddon is a fantasy war game set in
the Second War of Armageddon. You take the role of defending
the planet as the Imperium of Man against the Ork invaders.
Throughout the campaign you will also be joined by three
chapters of Space Marines: the Salamanders, Blood Angels and the
Ultramarines.

1.1. minimum System Requirements


OS: Windows XP/Vista/7/8
Processor: Intel P4/AMD Athlon XP or better
RAM: 1GB
Video Card: 256Mb (512Mb Recommended) DirectX 9
Compatible
Sound Card: DirectX Compatible
Multiplayer: Asynchronous PBEM++

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.

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Alternatively if you purchased the game via Steam you can
download it via the Steam client. Follow all on-screen prompts to
complete installation.

1.3. Uninstalling the game


Please use the Add/Remove Programs option from the Windows
Control Panel or the Uninstall shortcut in the games Windows
START menu folder to uninstall the game. Uninstall the Steam
version via Steam the Steam client. Uninstalling through any
other method will not properly uninstall the game.

1.4. Product updates


In order to maintain our product excellence, Slitherine releases
updates containing new features, enhancements, and corrections to
any known issues. All our updates are available free on our website or
via Steam and can also be downloaded quickly and easily by clicking
on the Update link in your Game Menu or by using the Update
Game shortcut in your Windows START menu folder for the game.
We also periodically make beta (preview) updates and other
content available to registered owners.
Thank you and enjoy your game!

1.5. Game forums


Our forums are one of the best things about Slitherine. Every
game has its own forum with our designers, developers and the
gamers playing the game. If you are experiencing a problem, have
a question or just an idea on how to make the game better, post a
message there. Go to http://www.slitherine.com and click on the
Forums hyperlink.

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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. The Main Menu

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.

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•• 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.

In a campaign you play through the different battles that occurred


during the war for Armageddon. Completion of one battle will
take you to the next one after dialogue explains how the next
mission works. You will also get to bring your army into the next
battle along with all of its experience and equipment along too.

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.

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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.

2.4. Load Game


Choosing this option will allow you to load a game you had saved
previously. Games can be saved and loaded from the menu on the
battle map, or by using Ctrl+L to load and Ctrl+S to save. It is
also possible to save both scenarios and campaigns.

2.5. Additional Buttons


There are 4 other buttons on the main menu: Options, Manual,
Credits and Exit.
Options allows you to edit various options such as how quickly
you scroll over the map, screen resolution, audio options and if you
want tutorial messages on or off.

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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

3.1. The Battle Map


Once you begin a scenario, most of the screen will be occupied by
the battle map. This is where you will give units orders, view parts
of the map you own and generally spend most of your time in the
game. Occasionally you will get a message appearing on the battle
map, such as requirements for victory. These are important as some
can significantly alter how the battle runs.
The battle map is divided
into hexagonal tiles (usually
referred to as ‘hexes’). Each
one has a single terrain
type (explained later in this
manual) and possibly a road.
Each hex can also hold a
maximum of one unit.
The map can be panned by clicking and dragging in the direction you
want to move, or by simply moving the mouse to the edge of the
screen, scrolling the map in that direction. It is also possible to zoom
the map in or out by moving the mouse wheel up or down. There are
many different zoom levels, the closest focusing on very few hexes

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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.

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•• Surrender: quit the game.
•• Main Menu: returns you to the main menu. This does not
automatically save your game.

3.2. Info Bar


Occupying most of the top of your screen is the info bar. This
tells you how many Glory Points and Requisition Points you have.
In addition, the End Turn button is found here.

To end your turn, click on the Button labelled ‘Turn __ of __’.


It is a good idea to make sure you haven’t forgotten any units first
as there is no way to go back to your previous turn. On ending
your turn, you will watch the enemy carry out all of their moves
and attacks, before progressing to the next turn.
Requisition Points are represented by a gear symbol and represent
how much money and resources can be spent on reinforcing and
buying new units.
For example a weaker unit might cost around 200 Points, while a
stronger one could cost over 1000.
Glory Points are displayed as an eagle and measure how well you
have done throughout the campaign. These cannot be used to either
purchase or replenish armies.

3.3. Command Panel


On the right edge of the screen is a large panel with various
commands. In addition the mini map and unit statistics can be
found here.

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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.

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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.

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•• 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.

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4. Terrain

The landscape varies greatly across Armageddon, and has the


possibility to destroy an offensive before you even get to the enemy
lines. Different units have their own unique way of reacting to the
land, so be sure to consider how to use it to your advantage before
deploying your troops in order to get the best outcome possible.

4.1. Clear Terrain


Clear terrain is land that is reasonably flat and as a
result can be crossed by all types of units at the average
speed. This type of land is represented as wasteland,
ash and grass. In addition, the bases of Hive Cities are
treated as clear land for the purposes of army movement.

4.2. Seas and Lava


Seas and Lava terrains are present in regions where there is a lot of
water or molten rock. Only aircraft and hovercraft are capable of
crossing either region. In addition, large walkers can cross water,
but do so at half speed. These regions are shown as Deep, Shallow,
Toxic and Thermal Water, as well as Lava Rivers and Lava itself.

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.

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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.

4.5. Rough Ground


Rocky landscapes are shown in this game as ‘Rough’ tiles. Rough
tiles provide some cover to your units, but also slow your units
down substantially. All units are able to cross rough terrain, but
lighter units with tracks will do the best job in the region.

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

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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.

4.8. Settlements and Fortifications


These terrains include settlements, ork camps, fortifications,
strongpoints, trenches, factories and ore mines. With the exception
of trenches, these terrains are unique in that only infantry can enter
them (not even aircraft can). They also provide excellent cover (but
block your line of sight). Fortification, Strongpoint and Trench
hexes also provide a defensive bonus for any units stationed there.
NOTE: Settlements, Fortifications and Trenches are the only
terrain types in the game that provide any specific defensive
bonus (other than cover). All other types provide either no
difference or a penalty.

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.

4.10. Roads and Monorails


Roads and Monorails represent the infrastructure on Armageddon
that can be used for transporting your armies. Roads extend a unit’s

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movement range by 50%, while monorails triple it. However
hovercraft, aircraft and large walkers do not get this bonus.

4.11. Grope Weed and Shifting Sand


Grope Weed and Shifting Sand are the two
most common dangerous terrain types.
Infantry that end their turn in Grope Weed are
at risk of taking some damage, but other units
are unaffected. Both Infantry and Vehicles are
at risk of taking damage in Shifting Sand, so it
is best to avoid these hexes whenever possible.

4.12. Helsreach Monsters


Helsreach Monsters are terrain types that act as if they are hostile units
– they have the capability to attack units in adjacent hexes. Only heavily
armoured units are able to completely ignore Helsreach Monster
attacks. In addition, Helsreach Monsters block all line of sight.

5. Units

5.1. Moves and Attacks


Every unit has one move and one attack per turn. These can be
done in any order and don’t need to be done while keeping the unit
selected in between moving and attacking. This means that you can
do a recon mission with your infantry, move a titan, capture a city
and then return to attack with the infantry.
To move a unit, left click on it to select it. A number
of white dots will appear near the unit. These indicate

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

Note: A range of 0 means that the unit can only attack


enemies directly next to it.

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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.

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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

6.1. The Imperium


The Imperium of Man is a large empire ruling over one million
worlds and covering most of the Milky Way Galaxy. Everyone
in the Imperium bows down to the Emperor, a possibly immortal
figure that founded the Imperium during the late 30th Millennium,
and any movement away from his beliefs are seen as heresy. The
Imperium is in a constant state of war with many alien factions
around the universe, which wish to challenge the current supremacy

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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.

6.2. The Orks


The Orks are a divided race, but still the most successful species
in the entire galaxy, vastly outnumbering most others. Their
entire life is focussed around warfare, with even small disputes
being fought over to the death. The Orks are divided into many
tribes which are often fighting each other, but occasionally a
powerful Ork will emerge, claim he has heard a message from
the Ork gods Gork and Mork, and unite a few tribes, beginning
a ‘WAAAGH!’, which is the Orkoid name for a massive
military crusade. The Second War for Armageddon is one such
‘WAAAGH!’. Although none have successfully done it yet, if an
Ork was to truly unify all tribes, the race would be unstoppable
and conquer the galaxy.

6.3. The Space Marines


Space Marines are genetically modified super-soldiers and the elite
of the Imperial Forces, wielding the finest weaponry available.
They are divided into independent Chapters of approximately
1000 brothers, each chapter having its own transports and being
led by a Chapter Master, one of the most important people in the
Imperium and one who has a lot of power. In Armageddon you will
have control of three chapters of Space Marines – the Salamanders,
Blood Angels and Ultramarines.

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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.

On the left part of the Purchase Screen there will be a series of


buttons indicating different factions that will receive the units and
classes of the units. In addition there will be an indicator telling
you how many requisition points you have (this is shown by the
same gear symbol as they are shown with on the Battle Map). Next
to this will be a tank symbol and a number. These represent how
many units you currently are allowed to build. Each map allows
you to deploy a certain amount of units. If a unit is killed, you will
be allowed to deploy another.
To select what faction will receive the units, select it from the list
below the Requisition Points and Core Slots indicators (you will

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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

Warhammer 40,000: Armageddon comes with a proven multiplayer


system (that has been used in other Slitherine titles), and it is just
as easy to use in this as it is in most other games.

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.

Current Games displays a list of all your games in progress, sorted


into ‘My Turn’ (games that you can have a turn of at that moment),
‘Opponents Turn’ (all games that your opponent will need to have
his/her turn before you can have another) and ‘Results’ (games
that have recently been completed).
To play a turn, select one of the games in ‘My Turn’ and then press
‘Play’. If this is not the first turn of the battle, you will be shown
a video of all of your opponents moves not covered by the fog of
war (the exact same way as you would if playing the AI), and then
will be able to move your units. Pressing End Turn will send the
game to your opponent.

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

Flashback Games Studio


Game design:
Alexander Shargin
Programming:
Alexander Shargin, Andrey Shevchenko

The Lordz Games Studio


CEO and Executive Producer:
R.T. van der Moer
Art Director:
Christian Walter
Design Director:
Rob Graat
Technical Director:
Szymon Gatner
Scenario Designer:
Frank Leone
Story Writer:
Andy Hall
Lead Concept Artist:
Mateusz Ozminski
Concept Artist:
Radoslav Javor
Lead Character Artist:
Michal Svec
Lead Vehicle Artist:
Abhinav Chokhavatia

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

Atom Audio Productions


Music:
Dan Bewick & Kristian Nairn
Additional Music:
Alex White
Additional Strings:
Frank Biddulph
Additional Programming:
Anna Cooper
Supervising Sound Designer:
Tatsujiro Oto
Additional Sound Design:
Dan Bewick
Assistant Audio Editor:
Dom Lancaster

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

Recorded @ JEB Studios West and ATOM Studios West


Hardware Support - Gavin Miller @ Kazbar Systems Ltd.
Software Support - Flux Sound & Picture Development /
Vienna Software Instruments / Native Instruments

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

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