
Only War and the Only War Game Master’s Kit are now on sale at your local retailer and our webstore! Only War is a standalone Warhammer 40,000 roleplaying game that puts players in the boots of a Guardsman, a member of the innumerable masses of the Imperial Guard. While Only War is fully compatible with FFG’s other Warhammer 40,000 Roleplay titles, Only War explores the role of these front-line soldiers in depth.
Prepare to do Your Duty
Guardsmen may be conscripted into service, or they may volunteer to do what they feel is their sacred duty to the God-Emperor. Whatever the reason for a Guardsman’s service, he will often fight against overwhelming numbers of xenos, heretics, mutants and the forces of the Ruinous Powers.
Throughout the course of their service, Guardsmen may fight on a thousand nameless worlds, often outnumbered and outgunned by their enemies, and in some of the worst conditions that history has ever known. And yet, despite immense opposition (or perhaps because of it), these fearless soldiers are bound to each other by a code of brotherhood and honour. They are the thin line that protects the Imperium from complete and utter destruction. They are the Imperial Guard.
Twelve unique Specialties let players choose which skills they bring to bear in the battles to secure Mankind’s place in the vast and hostile universe. These Specialties are broken up into two groups, those of the Guardsmen and the Support Specialists. Pick a Speciality and take up arms as a vital member of the fighting force that defends the Imperium of Man.
The Guardsmen in Only War are plunged into the constant conflict of the Spinward Front. The Spinward Front is suffering from a lack of troops in the face of two particularly powerful threats to the Imperium of Man. Millions of humans have been enslaved by the Ork Warlord Genghiz Git-slaver, and he is now working to set up a new Ork stellar empire. Clearly, he must be stopped before he gains a firmer foothold in the region.
At the same time, the forces of the Severan Dominate have seceded from the Imperium and are trying to establish their own dominance in this region. The Severan Dominate is led by the embittered Severus the Thirteenth, a man whose family has nurtured a hatred of the Imperium for generations, and has used the Ork invasion as a convenient smokescreen for cutting ties with the Imperium.
As Imperial Guardsmen, players may be called upon to ambush enemy convoys, pilot giant war machines into battle, or drop from Valkyrie gunships into the twisted hive-spires of the enemies of Mankind. Perhaps you’ll be sent to infiltrate an Ork base in order to rescue a captured spy who possesses vital information on the Severan Dominate, or you may be tasked with assassinating a powerful heretic leader.
The soldiers thrust into the unrest of the region must mitigate the intrigues of their superiors and work to gain whatever support they can in fending off the Ork horde and foiling the traitorous forces of the Severan Dominate.
Orchestrate the Epic Struggle
Bring the battle to these brave troops of the Imperium with The Game Master’s Kit. The Game Master’s Kit features a sturdy Game Master’s screen, which displays eye-catching Only War art on one side and a wealth of convenient references on the other. In addition, The Game Master’s Kit includes a 32-page, full-color booklet with a complete adventure, a selection of useful NPCs, and helpful advice for GMs about managing comrades and more.
In the included adventure, “Old Soldiers,” a group of squadmates are sent to the feral and war-torn world of Virbius. A base of operations in an ongoing struggle against the Severan Dominate, Virbius is an Emperor-forsaken rock inhabited by tribal, combat-bike riding nomads. On a mission deep behind enemy lines, the player characters will learn a disturbing truth about the Imperium’s foes. Then, they’ll have to use all the cunning, ingenuity, and determination they can muster to return to Imperial lines with their lives, and with vital information about Virbius’s true dangers.
Only War and the Only War Game Master’s Kit are both on sale now, so head to your local retailer today to start your career as a Guardsman of the Imperial Guard!
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Only War collection is © Games Workshop Ltd. 2013. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only War, the foregoing marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Only War game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners.





The Dark Gods of Chaos are beings of incalculable power and insidious influence who reside in the nightmare dimension known as the Realm of Chaos. It is a place where the impossible is routine and insanity is the norm. From within this twisted hellscape, the Ruinous Powers reach into the world of mortals, offering a portion of their power to the living in exchange for their loyalty and obedience. Khorne’s price for strength and power is simply that his followers engage in constant acts of both violence and rage. The Blood God demands death and destruction, mayhem and warfare. He would see his enemies drained of blood and their skulls harvested in brutal conflict, a galaxy aflame with endless war. Are you worthy to stand among his chosen?




Bring the battle to these brave troops of the Imperium with The Game Master's Kit. The Game Master's Kit features a sturdy Game Master's screen, which displays eye-catching Only War art on one side and a wealth of convenient references on the other. In addition, The Game Master's Kit includes a 32-page, full-color booklet with a complete adventure, a selection of useful NPCs, and helpful advice for GMs about managing comrades and more.
how their roles would be spread out. Not everyone can fire the big gun, but luckily main-line Imperial tanks have high crew-counts and everyone within a tank has a role to play. It is easy to imagine a group of players where their Commissar commands the tank and their hotshot Operator keeps them out of danger with his driving skills. Where their best Heavy Gunner shepherds the main turret and keeps it on track whilst a plucky Ratling pokes out the top-hatch dispatching anyone who gets to close and their Tech-Priest does his best to keep the tank running. Specific rules for weapon mountings and fire arcs along with various crew positions should help guide the GM and his players to get the most use (and the most fun) from their angry rumbling machines. These positions also tie into the Comrade mechanic, where the less illustrious jobs (such as a tank's loader) can still be filled without forcing a player to spend all his time reloading a Battle Cannon, allowing him to get back to his real job - defeating the enemies of the God-Emperor!
from the tiny Cyclops Demolitions Vehicle to the moving fortress that is the Crassus Armoured Assault Transport. How could you include the Leman Russ, but not Demolisher? What about the Tauros Assault Vehicle or something fun but obscure like the Dominus Armoured Siege Bombard? In the end the choices were paired down to the most iconic and the most prevalent within the Imperial Guard, but still with enough diversity - main battle tanks, transports, artillery, and so on - to allow GMs and players to act out various aspects of armoured warfare in the 41st Millennium. And then there's the Baneblade. We couldn't leave out the Baneblade: a tank so big that even the player using the Ogryn might find a place to sit!
how their roles would be spread out. Not everyone can fire the big gun, but luckily main-line Imperial tanks have high crew-counts and everyone within a tank has a role to play. It is easy to imagine a group of players where their Commissar commands the tank and their hotshot Operator keeps them out of danger with his driving skills. Where their best Heavy Gunner shepherds the main turret and keeps it on track whilst a plucky Ratling pokes out the top-hatch dispatching anyone who gets to close and their Tech-Priest does his best to keep the tank running. Specific rules for weapon mountings and fire arcs along with various crew positions should help guide the GM and his players to get the most use (and the most fun) from their angry rumbling machines. These positions also tie into the Comrade mechanic, where the less illustrious jobs (such as a tank’s loader) can still be filled without forcing a player to spend all his time reloading a Battle Cannon, allowing him to get back to his real job – defeating the enemies of the God-Emperor!
from the tiny Cyclops Demolitions Vehicle to the moving fortress that is the Crassus Armoured Assault Transport. How could you include the Leman Russ, but not Demolisher? What about the Tauros Assault Vehicle or something fun but obscure like the Dominus Armoured Siege Bombard? In the end the choices were paired down to the most iconic and the most prevalent within the Imperial Guard, but still with enough diversity – main battle tanks, transports, artillery, and so on – to allow GMs and players to act out various aspects of armoured warfare in the 41st Millennium. And then there’s the Baneblade. We couldn’t leave out the Baneblade: a tank so big that even the player using the Ogryn might find a place to sit!

The Dark Gods of Chaos are beings of incalculable power and insidious influence who reside in the nightmare dimension known as the Realm of Chaos. It is a place where the impossible is routine and insanity is the norm. From within this twisted hellscape, the Ruinous Powers reach into the world of mortals, offering a portion of their power to the living in exchange for their loyalty and obedience. Khorne’s price for strength and power is simply that his followers engage in constant acts of both violence and rage. The Blood God demands death and destruction, mayhem and warfare. He would see his enemies drained of blood and their skulls harvested in brutal conflict, a galaxy aflame with endless war. Are you worthy to stand among his chosen?







Areas of Expertise
Commissars are the orphaned children of Imperial war heroes, raised from birth to be some of the most inspiring (or terrifying) leaders the galaxy has ever seen. In battle, they can be seen alongside the troops on the front line in their signature peaked caps. Each Commissar carries a bolt pistol into combat, a powerful reminder to the troops that, should they begin to flee the enemy, the Commissar will keep them in line through whatever means necessary.
Areas of Expertise
Commissars are the orphaned children of Imperial war heroes, raised from birth to be some of the most inspiring (or terrifying) leaders the galaxy has ever seen. In battle, they can be seen alongside the troops on the front line in their signature peaked caps. Each Commissar carries a bolt pistol into combat, a powerful reminder to the troops that, should they begin to flee the enemy, the Commissar will keep them in line through whatever means necessary.


This, however, is only part of the chapter. Each of the notable regiments already mentioned was created using a robust system of Regiment Creation, which is included in all its glory within the second half of the chapter. Using this system, players and GMs alike can create an enormous variety of possible Regiments for their games, and in turn create a wide range of different campaigns – the missions undertaken by Light Infantry will be quite different to those undertaken by tank crews or Siege Infantry.
To begin the Regiment Creation process, a player has 12 points to spend. With these, he selects a Home World, Commanding Officer, Regiment Type, Doctrines, and Equipment. 


This, however, is only part of the chapter. Each of the notable regiments already mentioned was created using a robust system of Regiment Creation, which is included in all its glory within the second half of the chapter. Using this system, players and GMs alike can create an enormous variety of possible Regiments for their games, and in turn create a wide range of different campaigns - the missions undertaken by Light Infantry will be quite different to those undertaken by tank crews or Siege Infantry.


This powerful volume reveals the secret history of the Koronus Expanse’s Navigator Houses, while unveiling the Astropath Voidfrost and Soul Ward Disciplines. Players can unleash the unpredictable might of the Waaagh! with the Ork Weirdboy Career Path, and uncover new warp-touched powers, alternate career ranks, and elite advances for Explorers of all kinds. What’s more, The Navis Primer provides expanded rules for navigation and astrotelepathic communication, and presents terrifying new hazards and foes from the depths of the Expanse!

This powerful volume reveals the secret history of the Koronus Expanse’s Navigator Houses, while unveiling the Astropath Voidfrost and Soul Ward Disciplines. Players can unleash the unpredictable might of the Waaagh! with the Ork Weirdboy Career Path, and uncover new warp-touched powers, alternate career ranks, and elite advances for Explorers of all kinds. What’s more, The Navis Primer provides expanded rules for navigation and astrotelepathic communication, and presents terrifying new hazards and foes from the depths of the Expanse!
The first of these combatants is of course the Imperium. Ordinarily, the worlds of the Emperor are able to draw upon numberless hosts, committing regiment after regiment to the relentless meat grinder of war. All is not well in the Spinward Front however, for the wars of the distant Jericho Reach take priority and draw ever more resources through the Jericho-Maw Warp Gate. The Imperium’s efforts are focused on the world of Kulth, but they extend for many light years along the inter-sector Warp routes to form the hellish warzones of the Spinward Front.
The first of these combatants is of course the Imperium. Ordinarily, the worlds of the Emperor are able to draw upon numberless hosts, committing regiment after regiment to the relentless meat grinder of war. All is not well in the Spinward Front however, for the wars of the distant Jericho Reach take priority and draw ever more resources through the Jericho-Maw Warp Gate. The Imperium's efforts are focused on the world of Kulth, but they extend for many light years along the inter-sector Warp routes to form the hellish warzones of the Spinward Front.