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Guide To 10th Edition Warhammer 40k Rules & Latest Changes

10th-Edition-40k-warhammer-rumorsHere’s a guide to everything about 10th Edition Warhammer 40k, including the latest on all the new rules changes, codex books, and more!

This is your resource and guide for the latest Warhammer 40k 10th Edition rules, news, and articles. As the newest iteration of the world’s most popular miniature wargame takes the stage, stay updated with the latest developments, rules changes, and fresh strategies shaping the grimdark future.

Alongside the new edition, updated Terminators and Termagants models made up the new Warhammer 40k 10th Edition Leviathan Starter Set!

Plus, we know the lineup of Codex Books that are coming in the near future as well.

Warhammer 40k 10th Edition Year One Codex Rulebook Roadmap

10th edition year 1 roadmap

You won’t even have to wait for your Codex to start playing! Every single faction is getting a complete set of Index Cards with datacards for each unit that’s currently available, as well as their own Detachment rules, Stratagems, and Enhancements. These will be available to download online for free from day one, while they’ll also become available in the app. You’ll be able to buy inexpensive physical copies at the same time.

They also mentioned in the live stream that the factions in the 10th Edition Codex roadmap would each have a new model released with their rules as well!

It’s great to see GW make some promises about so many factions within the next year, and with a good variety covered, many players should be happy!

New Warhammer 10th Edition 40k Rules: Datasheets & Index Cards

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Perhaps better yet, all 28 Warhammer 40k Factions will get a set of Datacards available for free download and on store shelves for purchase that will feature the rules to start playing your armies in the new edition!

Players will also have new rules for each faction via their Codex books, but for now, each will get a free index Datacard PDF downloads from Warhammer Community for 10th Edition Warhammer 40k!

Click the links below for the latest 10th Edition Warhammer 40k index card datasheet rules!

Free-Space-Marines-PDF-Datasheet-Index-Cards-40k-Rules-for-10th-Edition!

Latest Updates & New Rules Articles For Warhammer 40k 10th Edition

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New Warhammer 40k 10th Edition Rules by Faction:

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Click the links below for the latest 10th Edition Warhammer 40k faction rules articles!

faction focus 10th Edition

Warhammer 40k 10th Edition Core Rules:

Warhammer Community, has a FREE download for all the core rules you’ll need in 10th Edition.

That’s right, all 62 pages of the core rules can be downloaded today. You can learn the difference between the Movement Phase and the Command Phase in good time for release day later this month. 

If you’re looking for a chart of the USR rules, a “printer-friendly” version is also posted here. Here are all the latest rules changes from the Free 10th Edition 40k PDF Rules Book download!

Free PDF Download for 10th Edition 40k USR Rules 2

Other Game Play Rules For 10th Edition Warhammer 40k

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10th Edition Warhammer 40k Rules FAQ & Designer’s Commentary

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The beginning of 10th Edition Warhammer 40k has been a wild ride; here is the latest FAQ for the core rules and multiple errata for the free Index Card downloads and codex books.

GW Releases New “Beta” 10th Edition Warhammer 40k FAQ: (October 31st, 2023)

Warhammer World Championships

A new 40k FAQ for the World Championships of Warhammer, which has some significant changes and could be part of the next Dataslate.

The World Championships of Warhammer is obviously a big deal, as people qualified for the event all year, and GW wants it to run as smoothly as possible.

So, it makes sense they would drop an FAQ to make some changes before the event (all from questions people have been asking).

These aren’t live on the Warhammer Community site yet, but the document does say they are considered official for the event, so you could definitely use them in your games of 40k, as many bigger tournaments have already indicated they are doing, as it does clear up a bunch of questions.

This is basically a “beta” FAQ, much like some of the other official rulings we saw by the GW events team for other events like Towering at the Tacoma US Open.

World Championships of Warhammer FAQStarting with the first few, nothing too crazy, such as not being able to fire overwatch if you have pistols or big guns never tire, and then you only have to take one battleshock test at most.

However, one of the bigger ones is “the counts as having made a move” clarification. This means things like disembarking or deep striking will not be affected, and any other effects won’t go off.

Next, you can’t bring a unit out of reserves and then disembark. Then, you can use some units’ abilities to actually come back onto the table in the first battle round, like the Callidus Assassin or a Knight with Mysterious Guardian, so keep an eye on who goes first because you may find a Knight appear 9″ away from your lines a lot sooner than you had expected.

Sisters (and Aeldari definitely do) get a buff of sorts; you can go for a roll, then use a miracle dice to affect the re-roll. You also can’t infiltrate now if you redeploy.

World Championships of Warhammer FAQ 2It seems that maybe people were trying to use one-shot weapons more than once with the firing deck, but obviously, that’s not a workaround GW wants you to do.

The question about modifiers is a huge one, as this doesn’t affect weapons people are equipped with, which is basically everything people will be hitting you with. This could be a big blow to Trajann and Mortarion.

Then, they just clarified that you can still only gain one extra CP per round for some specific abilities, although the Imperial Knights one does say you get the full 3CP if you kill the enemy warlord.

Finally, Hazardous gives a unit wounds until it destroys one model, then moves on to the next.

The New 10th Edition 40k Balance Dataslate is a Game Changer: (September 7th, 2023)

In 9th Edition, they started the balance Dataslates to keep the meta and armies near the 50% win rate. Obviously, people have already been finding some super-powerful combos in 10th Edition (or very underpowered armies), and tournaments are already banning certain factions and rules.

So, it’s nice that Games Workshop realized that there are a ton of issues with the meta-balance and are making changes way faster than we saw last edition.

Let’s jump into the new changes!

The latest on the Warhammer 40k Balance Dataslate for September 2023 comes from Warhammer Community.

10th Edition 40k September Dataslate

Devastating Wounds no longer cause mortal wounds, but instead bypass armour saves and invulnerable saves. Weapons with this ability can still put out plenty of damage, but it arrives in a single chunk, as normal – a change which makes Devastating Wounds more situational, and which should have a significant impact on the power of the Aeldari in particular. For example, you cannot now shoot an infantry unit with an anti-tank weapon and expect to wipe out the whole squad in one hit because you rolled a 6 to wound.

This is a good change because it’s not a giant chunk of mortal wounds; if you do one wound with a big gun, it can still bypass the saves of a vehicle but doesn’t take out an entire squad. The “indirect fire” overwatch is gone, which was a little silly in the first place honestly.

Towering units can’t fire overwatch at all now which could be a big NERF to Knights, as getting a knight to shoot for 1 CP could be a little crazy on a crusader.

Insane Bravery going to once per battle is also quite the change for rallying to hold down objectives or to play strats on said unit.

10th Edition 40k September Dataslate 2

On the buffing end of things, Death Guard get a whole new aura ability which you can choose and tailor to your opponent. Leagues of Votann meanwhile get a boost to Judgement tokens, while the Adeptus Mechanicus have reinforced the armour on their Skitarii footsoldiers. 

Custodes are getting some significant changes to unit size as well as the ability to spam stratagems. Ad Mech gets big buffs to Rangers and Vanguard, as +1/+1 to the save should make them more survivable (but the detachment rule stays the same).

Deathwatch special rounds are getting changed to bolt weapons, which to be fair, seems to be a common balance occurrence with them…

10th Edition 40k September Dataslate 3Aeldari gets another NERF on the stratagem side, but we’ll have to see if the points changes (see below), changes to Devastating (Mortal) Wounds, and these updates are enough to really reduce their win rate.

10th Edition 40k September Dataslate 4The GSC Ambush rule is getting a decent change; now they come back on a 5+. However, if it’s a battleline unit and on the 1st or 2nd turn, they will return on a 3+.

Votann gets a massive buff to their Detachment rule; instead of a single unit, they get to pick four units, which not only really helps with hitting and wounding but also dramatically increases their chances of getting those sweet Command Points earlier!

10th Edition 40k September Dataslate 5Imperial Knights get their Bondsman Abilities changed to Armiger only (along with an Armiger Points bump), and two stratagems go up in CP. This, combined with the Overwatch rules and adjustment to towering, may lower their effectiveness a bit.

You can download the full Dataslate here.

Updates 10th Edition Core Rules Commentary

10th Edition 40k September Dataslate 6There were two small changes. First, you always measure the closest part of a vehicle for everything.

10th Edition 40k September Dataslate 7Then, if you have shot once in a turn, you can no longer shoot, so no targeting one unit with multiple shooting stratagems in one turn unless it says otherwise.

10th Edition Warhammer 40k Points Munitorium Field Manual 1.3 Update From GW!

The latest 10th Edition Munitorium Field Manual points changes 10th Edition Warhammer 40k is from Warhammer Community.

In the section below, we have the latest 1.3 points changes above the previous 1.2 version, so you can compare and contrast what has changed and how much!

Adetpa Sororitas Points Changes

10th Edition 40k Points ChangesThey are getting changes to nearly every single unit, so there should be plenty to keep their win rate decent.  Just look at the points drops from the previous update below.

10th Edition 40k Points update 2Old Points

Aeldari Points Update

10th Edition 40k September Dataslate 10

 

10th Edition 40k September Dataslate 11Aeldari are getting point increases all across the board, and the Fire Prism is getting a second 30-point increase, the Wraithknight gets another increase, and the Wraithguard is grabbing a second NERF as well.

These are some significant changes, so we’ll see how they affect the win rate going forward.

10th Edition 40k Points update 310th Edition 40k Points update 4

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Astra Militarum Points

10th Edition 40k September Dataslate 13 10th Edition 40k September Dataslate 14They haven’t been doing great in the meta, so it’s nice to see them grabbing some point decreases across the board.

10th Edition 40k Points update 510th Edition 40k Points update 6Old Points

Black Templars Points Update

10th Edition 40k September Dataslate 16They are getting adjustments more than anything, with some increases and some decreases, so nothing too crazy.

10th Edition 40k Points update 7Old Points

Chaos Knights Points Update

10th Edition 40k September Dataslate 19Chaos Knights are mainly getting point decreases, but a few increases as well (similar to the Armigers.) However, it’s nothing too crazy with how expensive each model already is.

10th Edition 40k Points update 8Old Points

Chaos Space Marines Changes

10th Edition 40k September Dataslate 20CSM are mainly getting price decreases, which should help lift their win rate and let you add another unit into your army.

10th Edition 40k Points update 9

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Chaos Daemons

10th Edition 40k September Dataslate 18

 

Death Guard Changes

10th Edition 40k September Dataslate 22Death Guard have been struggling a lot lately, so it makes sense they are getting a bunch of price decreases which should help them compete with other armies.

10th Edition 40k Points update 10Old Points

Deathwatch Points Changes

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They have been getting changed the most of all the Chapters, so we’ll have to see how this affects the win rate.

Drukhari Points Update

10th Edition 40k September Dataslate 24

They haven’t been doing great in the win rate column, so some changes are necessary, but the army will still focus heavily on shooting.

Grey Knights Points Update

10th Edition 40k September Dataslate 26They are actually getting some pretty big point decreases (25-30 points per unit), meaning they should start improving in the meta.

10th Edition 40k Points update 11Old Points

Genestealer Cults Points Update

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Let’s face it: they have been crushing the competition, so point increases are not too uncalled for here!

Imperial Knights Points Update

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The Armigers go up very slightly, but Canis Rex goes down by 30 points which is somewhat interesting.

10th Edition 40k Points update 12Old Points

Leagues of Votann Points Changes

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They get massive points decreases across the board to every single unit in the index, so you should be able to add a lot of extra models in your army.

Necrons Changes

10th Edition 40k September Dataslate 29They haven’t been doing great (but not terrible), so seeing a decent number of point decreases makes sense.

Cryptothalls, however, had some increases coming as they are very rampant in build currently, tanking all the wounds.  Thier partners in crime, the reanimator, and Doomsday Ark also got slammed with increases.

10th Edition 40k Points update 13Old Points

Orks Changes

10th Edition 40k September Dataslate 30 10th Edition 40k September Dataslate 31They are getting a decent number of point decreases, but most are tiny (about 5-10 points). Still, with how many units you take, this should allow you to take a couple of extra units or enhancements.

10th Edition 40k Points update 14Old Points

Space Marines Changes

10th Edition 40k September Dataslate 32 10th Edition 40k September Dataslate 33They are getting a variety of changes up and down for points, so it looks like they are adjusting things right before the new codex comes out, and maybe gives us a glimpse at what the codex will look like.

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10th Edition 40k Points update 16

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Space Wolves Updates

10th Edition 40k September Dataslate 34

They are getting changes to nearly every single unit, and they have been struggling. So, let’s hope this helps!

Tau Points Update

10th Edition 40k September Dataslate 35It’s been a little surprising to some people, but their win rate has been really bad, so let’s hope these changes can buff them up.

10th Edition 40k Points update 17

Old Points

Tyranids Points Update

10th Edition 40k September Dataslate 37 10th Edition 40k September Dataslate 38Nids get a ton of changes, and GW mentioned that there would be a QR code in the new codex for players to have instant access to these updates.

10th Edition 40k Points update 18Old Points

Thousand Sons Point Updates

10th Edition 40k September Dataslate 36

They are another army that gets changes to almost every single unit, so there is plenty to sink your teeth into.

World Eaters Point Updates

10th Edition 40k September Dataslate 39They are grabbing many points decreases, with Eightbound leading the way! With 20/30 points decrease for Eightbound and Exalted.

10th Edition 40k Points update 19Old Points

Click Here to Download All the 10th Edition 40k Munitorum Field Manual Points! 

10th Edition Warhammer 40k Rules FAQ

The Warhammer 40k 10th Edition FAQ and Designer’s Commentary come from Warhammer Community and can be downloaded here.

10th Edition Warhammer 40k FAQ

The ‘simplified, not simple’ philosophy of the new edition streamlines many of the rules, but with so many moving parts in an average battle, there are bound to be some interactions that require a little more nuance. To keep these clarifications from overburdening the Core Rules, the Warhammer Design Studio have put together a commentary document going over many of the less common situations you might encounter.

10th Edition Warhammer 40k FAQ 2

If you’ve ever wondered what happens when a weapon’s Damage is reduced below 1 (it isn’t), whether abilities stack when duplicated (nope, pick one), or exactly which units can see into and out of ruins (with pictures!), we recommend giving this document a solid read.

Well, there you go; Redemptors can take damage from things that only have Damage 1, and the debate is settled.

10th Edition Warhammer 40k FAQ 3Big Guns is good to have some clarification on what can shoot at what. Critical Hits are only unmodified rolls of 6’s, but some things are not critical hits but just rolls of 6.

10th Edition Warhammer 40k FAQ 4The really interesting part here is disembarking large models; some bases are too big to get within 3″ total, so as long as it’s within an inch of the vehicle, you’re good to go.

10th Edition Warhammer 40k FAQ 8

There have been some questions surrounding distances for deep strikes, charging, and moving. If you could fly, the model on top would fly 5″ to get there; however, it looks like you measure over and up, not true distance.

10th Edition Warhammer 40k FAQ 9So, even though he’s technically further away from the model actually to charge, for deep striking, you always measure horizontally and not diagonally.

10th Edition Warhammer 40k FAQ 12

There have been a lot of questions about flying models moving. No longer do you go over; you actually have to spend movement to go up and over, or around. Then this also has a significant effect on flying models that are not infantry, as they have to go around ruins.

10th Edition Warhammer 40k FAQ 13 10th Edition Warhammer 40k FAQ 14

When you have terrain of different sizes like this, flying units and moving can get funky. Just remember, though, you have to stay in coherency no matter what, so sometimes you just can’t make the move at all.

10th Edition Warhammer 40k FAQ 15

The priority of rules is interesting because the anti keyword (and other abilities) means you always wound on a certain roll, which overrides the defensive abilities. However, deep striking goes the other way, and defensive abilities take precedence.

10th Edition Warhammer 40k FAQ 17

Ruins are always the most complex piece of terrain in 40k, so it’s nice to have some clarification from GW about what can see and how.

10th Edition Warhammer 40k FAQ 20

Visibility is pretty similar; if you can see any part of a model or unit, you can shoot at them.

10th Edition Warhammer 40k FAQ 21

Nothing too crazy, but having even one model in the feature counts as within, but not wholly within.

10th Edition Warhammer 40k FAQ 23

This is important for dedicated transports, as you modify everything inside the vehicle. Then, you don’t miss out on extra damage with devastating wounds.

Download the Full 10th Edition Warhammer 40k FAQ Here!

Currently, the 10th Edition Warhammer 40k FAQ with Designer’s Commentary is 18 pages, so be sure to read through it all before you play your next game!

10th Edition 40k Core Rules Concepts

GW Core ConceptsFrom the looks of it, this is the table of contents! There are a decent number of pages of rules, but nothing too crazy from the looks of it. Also, the core rules will have different page numbers from the Leviathan box book, meaning no matter the version of the rules you have, they will all reference the same page numbers.

GW Core Concepts 2Again, nothing too crazy here, just some good clarification of what all the words mean in terms of your army.

Coherency & Engagement Range

GW Core Concepts 3Coherency depends on the size of the unit now. So, if you’re a unit under seven models, you have to be within 2″ horizontally and 5″ vertically, letting you have units go up buildings.

Then, if you’re a unit of seven models or over, you have to be within the coherency of at least two models. If your turn ends and you’re not in coherency, you must remove models until the unit is coherent.

Having to be within two models will probably stop the insane conga lining we have seen in the past.

GW Core Concepts 4Engagement Range is still 1″, but also 5″ vertically, meaning you don’t have to go all the way up a terrain feature to count as being in combat. You can still pre-measure distances, and when you do, measure closest to closest.

Visibility

GW Core Concepts 5The visibility is pretty simple; if you can see some of the models, you can shoot at them.

10th Edition 40k Core Rules: Muster Your Army & Missions

10th Edition 40k MissionsNothing too crazy to start, as 1,000 to 3,000-point games is pretty standard, but there will also be a Combat Patrol style game type as well. Just keep in mind when you build your army, you must pick a keyword faction for your entire army.

10th Edition Core Rules 40k MissionsFrom there, when you pick a certain detachment, your army gains the additional rules. Then, your characters can have enhancements now instead of Relics. For the rest of your forces, you can basically take anything as long as you don’t have more than three of any one unit (with battleline and dedicated transports having a maximum of six).

You can also include more than one Epic Hero, just not more than one of each. Lastly, you pick who your Warlord is.

10th Edition Warhammer 40k Missions

10th Edition Core Rules 40k Missions 2Well, we knew from the start there would only be one mission, but we expect more to be in the next Chapter Approved book.

Some of the significant differences we noticed from 9th Edition are after determining the attacker and defender, you must then decide which units your characters are going into, which units will be embarked in transports, and which models will be in strategic reserves (before any deployment has happened).

After that, the next main difference is whoever takes the first turn moves their Scouts first, and you roll off for infiltrating units.

10th Edition Core Rules 40k Missions 3 10th Edition Core Rules 40k Missions 4

Objective markers are very different now as you cannot be on top of them (i.e., ending your move on top of them.) However, you can control them within 3″, and they recommend using a 40mm base (or something about that size.)

Now that we have new OC rules keep in mind that if you have a higher combined OC, you control the objective.

10th Edition Core Rules 40k Missions 5Boards are staying the same size, and you start getting VP for controlling objectives from turn two onwards. You still roll off for the first turn (as well as attacker and defender) and say which models will be in what units, transports, and reserves.

Secondaries can also be random or fixed, and each player can decide which they will go with. Lastly, placing objective markers still goes from one person to the next with similar rules for where they can be placed.

10th Edition Core Rules 40k Missions 6The mission still goes for five rounds; the victor is whoever destroys the other army or scores more points at the end.

10th Edition Core Rules 40k Missions 7This is a pretty classic battlefield, so nothing too crazy to kick off the new edition unless we see a Chapter Approved book drop at the same time as well.

These New 10th Edition 40k Terrain Features & Cover Rules Are Clutch Now

10th Edition core Rules Terrain

Now if you are in cover, you can only get +1 to your save; however, if you have a 3+ save, you cannot improve it to 2+ against 0 AP attacks.

Terrain

This is interesting as you can move over terrain as if it were not there. However, for anything over 2″, you must use movement to go up it. It also seems like most terrain does not impede movement.

10th Edition core Rules Terrain 2For these, you gain a pretty big range of cover, and you can fight through them if you are within 2″ of the enemy.

10th Edition core Rules Terrain 3Unfortunately, you can’t stand on top of the statue, but you get cover if you are obscured by it. It makes sense that hills can also give cover if you’re behind them.

10th Edition core Rules Terrain 4Woods give cover all the time, and it also makes sense aircraft and towering models still draw line of sight normally, meaning less cover for both parties. Again though, it doesn’t seem like there are any negatives for moving through the terrain.

10th Edition core Rules Terrain 5Last but not least, we have ruins! If you are above the enemy by 6″ or more, you get +1 AP to your attacks with plunging fire. Then, infantry and beasts can move through the terrain as if it were not there, but you do have to use movement to go up.

The big difference here, and something that might force you to remodel some terrain, is you cannot have your base hanging off the end, meaning you have to be entirely on the higher levels.

10th Edition 40k Core Rules: Transports & Aircraft

10th Edition Transports RulesTo start, we’ve seen Firing Deck ‘X’ a lot, but simply, you can shoot with x number of models in the unit embarked in the transport. Then transport capacity is just how many models it can carry, and if you’re starting the game in the transport, you have to declare what unit is in what.

You can embark on a transport whether you are moving, advancing, or falling back, but the whole unit has to be within 3″ of the vehicle. For disembarking, you can either get out before the vehicle moves to charge, or you can get out after the transport moves, but you cannot charge.

Lastly, you cannot disembark if the vehicle advanced or fell back, and you cannot disembark if you cannot fit all models with 3″ as well.

10th Edition Transports Rules 2Now, you only suffer one mortal wound for each one rolled, not instantly killing a whole model. This makes transports far better right off the bat.

However, while you don’t take as many auto-deaths, you will be battle-shocked until the start of the next command phase. Lastly, the unit cannot declare a charge if you somehow get your tank destroyed in your movement phase.

10th Edition Transports Rules 3If you are surrounded and cannot disembark within 3″, you can make a move up to 6″, but you suffer mortals on a roll of 1-3 instead.

New 10th Edition Core Rules: Aircraft

10th Edition Aircraft rulesMaybe the biggest change off the bat, you have to start aircraft in Reserves; they then come on as Strategic Reserves.

Aircraft can move any amount of distance now and must make a minimum move of 20″ (but cannot advance, fall back, or charge), so fly them wherever you want! However, you do have to make a straight line move and can rotate 90″ at the end.

You can also hover your models, which means they don’t have those other aircraft rules but can start the battle on the board. But you have to declare this at the beginning of the game.

10th Edition Aircraft rules 2Aircraft obviously don’t hinder troops on the ground for movement, and only units that can fly can charge them. However, even in combat, they cannot pile in or consolidate.

They also don’t count as being the closest model for other units.

10th Edition Aircraft rules 3Just a quick picture of how you can fly aircraft now.

10th Edition 40k Core Rules: Movement & Reinforcements

10th Edition 40k PhasesThis picture comes from Warhammer Community.

The turn structure is still the same: one player still takes the first turn, to manoeuvre and fight with all the forces at their disposal, and then the second player does the same. This is still called the Battle Round, but seven phases have now become five – and both players will now contest each one to the fullest.

While there have been some significant changes to the phases, the movement phase still takes place simultaneously, and you now have a specific reserves step.

All the 10th Edition RulesYou move units first now, and it looks pretty similar, with advances, regular moves, or falling back. Monsters and vehicles must move around units of the same type, and it still looks like you measure to the hull for flying units without a base.

All the 10th Edition Rules 2Advance moves still add a d6 to the movement, and you cannot charge or shoot (unless you have a special rule).

All the 10th Edition Rules 3Falling back stays pretty similar, with no shooting or charging allowed, and you can’t fall back into engagement range. However, you can now fall back over enemy models (think if you’re surrounded but want to get out of combat). Now on a roll of a 1 or 2, a model dies, so you have to want to fall back to do it!

All the 10th Edition Rules 4This is a great example: the Space Marines are surrounded and want to get out. When you make a desperate escape roll, full models are destroyed, no matter the wounds!

Moving Over Terrain

TerrainYou can move freely over most tubes, barrels, etc. However, you have to use movement to climb anything higher. You can also move through walls still, but not over them.

All the 10th Edition Rules 5

Flying units now measure diagonally for getting up on terrain (the path through the air.) Keep in mind it’s not a straight line, so this could make some measuring a little annoying, but it shouldn’t be too bad.

While they can move over units as if they were not there, the path will end up, in most cases, being a longer distance than the horizontal measurement “on the ground.”

10th Edition 40k Core Rules Reinforcements

All the 10th Edition Rules 6

 

This “sub-phase” takes place after movement, and once you have set up your reinforcements, the movement phase is over. You can still deploy reserves, shoot with them, and charge.

10th Edition 40k Core Rules: Command Phase & Battle Shock Tests

10th Edition 40k PhasesThis picture comes from Warhammer Community.

The turn structure is still the same: one player still takes the first turn, to manoeuvre and fight with all the forces at their disposal, and then the second player does the same. This is still called the Battle Round, but seven phases have now become five – and both players will now contest each one to the fullest.

Here’s the headline: the phase structure is broadly the same. You perform admin for the turn ahead in the Command phase. Then you manoeuvre in the Movement phase, take aim in the Shooting phase, charge into melee in the Charge phase, and get biffing in the Fight phase.  

So what’s changed? The Psychic phase and the Morale Phase are now no more – but this doesn’t mean that psychic powers and morale are gone. The effects are still very much present, but they’ve been smartly compressed into the other phases. Let’s break it down.

Starting with the phases of the game, GW cut out two phases, and now you take your battle-shock tests at the beginning of your turn.

All the 10th Edition Rules 7Both players still gain a CP at the start of every command phase, and there will still be scoring, stratagems, and abilities that take place in the command phase. However, the most significant change is that all battle-shock tests occur in the game’s first phase.

Now, you have to take a test every time a unit is below half-strength.

10th Edition 40k Phases 3

This picture comes from Warhammer Community.

Morale is even simpler – that all gets sorted in your Command Phase, when you take Battle-shock tests for any units that have taken enough losses.

Battle-shock tests are super simple. Roll a 2D6 for every unit that’s Below Half-strength – that means they’re a squad with less than half of their starting models, or a single model with less than half of their starting Wounds. You’ll need to roll equal to or above your new Leadership characteristic – if you fail, that unit suffers some nasty penalties until your next turn.

This means models don’t just run away; they are not nearly as effective and cannot control objectives, etc. This is pretty huge, as you can’t even use stratagems on the unit.

Then, a Desperate Escape (rules below) needs to be taken if you attempt to fall back, meaning you can lose models.

All the 10th Edition Rules 8Nothing too crazy here; if you put a leader in a unit, they add to the starting strength. Such as a unit of 11 (combined) would need to get to five models to take tests. However, killing the unit and the character can give VP.

 

All the 10th Edition Rules 9When you fall back while Battle-Shocked, on a 1 or 2, a model must be removed. This is a huge change and probably a good one, as it forces players to actually make a choice to stay in combat or risk losing models.

10th Edition 40k Core Rules: Weapons & Deployment

All the 10th Edition Rules 10

 

10th Edition Warhammer 40k Weapon RulesThis picture comes from Warhammer Community.

Up until now, your guns were divided into several categories: Heavy, Rapid Fire, Assault, and so on. In the new edition, these classifications become weapon abilities. 

This change allows weapons to behave in more varied ways than before, without increasing the number of rules you need to learn. A bolt rifle has both the Assault and Heavy abilities, for instance – meaning it can be fired on the move or braced for extra accuracy, as needed. 

Interestingly, Heavy has no minuses for moving, but a lot of the heavy weapons start off with a worse BS, meaning they go to their “normal” BS when standing still. Next, pistols can be shot into combat, and rapid fire doesn’t just double the attacks; it can be whatever number GW wants it to be.

 

All the 10th Edition Rules 11

10th Edition Warhammer 40k Weapon Rules 5This picture comes from Warhammer Community.

Melee weapons can also have abilities, including a blast from the past – Twin-linked is back! This classic rule is now found on ranged and melee weapons alike, and confers a re-roll to wound. In recent editions, many weapons that used to be twin-linked were instead treated like two guns taped together, which had a serious impact on balance. This change makes them more reliable, rather than twice as killy.

Twin-linked now lets you re-roll the wound roll instead of more attacks, torrent is basically the same thing as a flamer, and Lethal Hits means rolls of 6 to hit automatically wound the target.

All the 10th Edition Rules 12Blast can basically have unlimited extra dice, but generally, it will add one or two extra hit rolls, but you cannot use this in melee.

 

All the 10th Edition Rules 13

10th Edition Warhammer 40k Weapon Rules 3This picture comes from Warhammer Community.

The melta rifle, for example, gains a bump in Strength and the Melta rule to boost its Damage at short range, while the Hammerhead’s infamous railgun soars to Strength 20.

Precision allows you to attack character models as long as it’s visible. Then, melta will increase the damage, and even on a melta rifle, it will be D6+2.

 

All the 10th Edition Rules 14

10th Edition Warhammer 40k Weapon Rules 4This picture comes from Warhammer Community.

The shuriken cannon picks up Sustained Hits, common among weapons that throw massive amounts of firepower down range – and on swarming Tyranid Invasion Fleets. This one simply adds the listed number of extra hits when a Critical Hit is scored – that’s an unmodified Hit roll of 6. Easy to remember. 

Sustained Hits can add up to a huge amount of extra hits, and hazardous is different now, as you just roll a single die at the end instead of on the hit rolls. So, if you roll a one on that test, it’s just bad luck.

 

All the 10th Edition Rules 15

10th Edition Warhammer 40k Weapon Rules 2This picture comes from Warhammer Community.

The core rules include a variety of other weapon abilities, which tie together similar effects found across factions. Weapons that shredded through armour on lucky rolls can now share the Devastating Wounds ability instead. This allows them to dish out mortal wounds on a Critical Wound – that’s an unmodified Wound roll of 6.

Almost all weapons have had their core statistics changed to help pull their weight in this new, more durable edition – especially those designed to tackle vehicles. You’ll generally find that most guns have not increased in strength, and have often lost a pip of AP. 

This could add up to a huge amount of mortals; it really just depends on the number put in the profile.

 

10th Edition 40k Deployment Abilities

All the 10th Edition Rules 16Deep Strike remains pretty similar, with units declaring they are in deep strike and then can come in anywhere more than 9″ away. Infiltrators allow units to be set up anywhere more than 9″ away from units as the game beings, so if you can get lucky on that first roll, you can have a unit ready to charge on turn one!

All the 10th Edition Rules 16Scouts allow you to move a dedicated transport as long as they are inside, so pretty interesting. Then, you can put almost all your characters into bodyguard units, and characters can’t be targeted or take wounds from attacks unless you have special abilities.

10th Edition 40k Core Rules: Stratagems & Reserves Rules

The new Warhammer 40k 10th Edition rules were spotted on Imgur, but we have them all here.

All the 10th Edition Rules 18

 

Strategic reserves are limited again, just like they were in previous editions. This is mostly language to make it as clear as possible, like including the points of models in transports that are in reserves. As the game size increases, so do the reserve limits in increments of 250.

The rule of thumb is that no more than 25% of the list can be in reserves!

Reserves can arrive during the reinforcements step of YOUR movement phase, starting from the second round onwards. Anything that doesn’t make it to the battlefield by the end of the game is counted as destroyed. You can still deploy reserves, shoot with them, and charge.

If they come in on the second round, it has to be within 6″ of the edge of the board and not in the enemy deployment zone; on and after the third round, it can be in the enemy deployment, and of course, they can never be within 9″ of enemy models.

All the 10th Edition Rules 19

 

The details for stratagems are mostly the same, but the layout for rules in the book is entirely new, making it more straightforward than ever! Of the first three, Command Re-roll makes an iconic return, as the #1 stratagem that we all probably use every game.

All the 10th Edition Rules 20

 

Grenades return in tenth as a stratagem, now costing 1 CP to perform. This will be an exciting change, and hopefully, factions that loved particular grenades will see some healthy changes to keep them afloat.

All the 10th Edition Rules 21

 

And the last two feature the return of the all-powerful, all-present Heroic Intervention (costing two cp… OOF)!

We also included the other upcoming previewed stratagems for factions and one for using tactical missions that GW previously showed off below!

Also worth noting Games Workshop said there are 12 core stratagems in their previews, but the book seems only to have 11 by our count, omitting the tactical missions strat that should, in theory, be in the blank space shown on the first page.

10th Edition 40k Combat Patrol Rules 4

Even Stratagems are brought into consideration – each Combat Patrol has just three bespoke Stratagems, with one that’s designed to be reactive. These are also part of the balancing in Combat Patrol – the Vardenghast Swarm gets to top up its squishy Termagant swarms with Teeming Broods, bringing back destroyed models or even recycling a whole unit as Strategic Reserves. Maybe shooting them off the board isn’t such a good idea…

With only three stratagems per faction, you should be able to learn the rules quickly and not get too bogged down.

10th Edition 40k Combat Patrol Rules 5

It won’t have escaped your attention that certain Combat Patrols contain big, tough MONSTERS and formidable VEHICLES, while others are somewhat lacking in the heavy weapons you’d normally use to take such targets down. Stratagems like Veteran Instincts will even the score, by granting your Terminators the ability to re-roll Wound rolls when swinging their power fists against giant-sized targets. 

Considering some of the boxes have no big guns or units, something like this is nice to help take out those giant vehicles and monsters.

10th Edition 40k Missions 3

Meanwhile, players using Tactical Missions will discard each card the moment they achieve that Secondary Mission, and only replace discarded cards in their next Command phase – meaning you can’t cycle through your whole deck and hit 40VP in one extremely lucky turn. There are other ways to discard unfavourable Secondary Missions, but they’re limited and have their own cost – if you can, it’s better to play the hand you’re dealt…

This is good because you can’t score everything in a single turn. So if you do want to discard a card, make sure it’s one you can basically never achieve, as you can only pitch one the entire game (well, with this Stratagem at least)!

Faction 10th Edition Rules 3

 No Detachment will contain more than six Stratagems. Add that to a robust universal menu of 12 Core Stratagems, and there’s now simply less to keep track of. Armour of Contempt returns as a Stratagem for the Gladius Task Force, the first Space Marine Detachment.

Well, at most, you can have 18 Stratagems, which is still a decent amount, but considering most are generic, it should be pretty straightforward. This is like a NERFed form of AoC as it only affects one unit but could still be super useful for only 1 CP.

FREE Download 10th Edition Warhammer 40k Core Rules PDF

As you can see, the Stratagems look a lot different than before. They seem pretty easy to read, with everything in a few sentences. They mention Deep Strike is back, which is a little different, as you can place the token on the battlefield and teleport the Terminators there.

More 10th Edition Warhammer 40k Core Rules Spotted! (May 9th, 2023)

The pictures come from this Warhammer Community post.

10th Edition Core RulesBefore we get into it, here are a few things about the book itself.

  • It will be 392 pages
  • Has all the core rules (but they will be available for free on launch day)
  • tons of lore, miniature galleries, and narrative rules

core rules

Lastly, the book will have different page numbers for the Leviathan rules and the core rules; this should make referencing rules across different rule books much easier.

10th Edition Core Rules 2

Next up, we know the core rules will be 60 pages in total. They have really been talking about free rules to play, so let’s hope that means the downloadable rules this time around actually cover everything. Currently, the free rules have some serious gaps, so let’s hope they don’t make the same mistake again in this edition.

10th Edition Core Rules 4

  • Core concepts will take up to 5 pages.
  • The battle round takes up 27 pages; this includes things like moving, shooting, melee, Leadership, etc. 
  • Datsheets and unit abilities only take up three pages; we assume they just example a couple of datasheets here and how to read them. 
  • Next up, this confirms 100% reserves are still a part of the game! This only takes up a few pages, so it should be reasonably simple. 
  • GW already showed off how a lot of terrain features work, but this is a decently sized section, so probably an example of how to set up a board and how they actually work. 
  • Your army muster phase only takes up a couple of pages, and from what we’ve seen, it is going to be very simple. 
  • They already said there would only be a single mission in the book, so no surprise there aren’t a ton of pages on it. 

10th Edition Core Rules 3

Next up, there will be symbols for common abilities. We assume that if they are totally in the rulebook, they will just be a symbol and reference on the datasheet, and then you find it here. Next, there will be hints and tips, as well as summaries, which should help people grasp the rules faster.

10th Edition Core Rules 5Last but not least, Combat Patrol rules don’t seem to be in the main book, and they will have their own rules segment.

Games Workshop Reveals 10th Edition 40k Combat Patrol Rules

These new rules come from Warhammer Community.

10th Edition 40k Combat Patrol Rules 6

The core principle is simple – each Combat Patrol has been given a full set of self-contained rules that define it on the table. This includes datasheets, but also secondary objectives, faction rules, Enhancements, and Stratagems, all flavoured to match that force’s narrative – and balanced against every other Combat Patrol.* 

The majority of datasheets have been modified, both to adapt units that would be overpowered in this format, but also to slim down more complex units to one defining rule and ensure players can master the key abilities of their units before discovering their full potential in larger games. 

To keep things balanced, the weapons options for the units have been fixed for all the Combat Patrol datasheets, so there’s no need to fret about your character and unit equipment prior to a game. You don’t need to worry about which guns to give your Chaos Space Marine Havocs, for example. 

It makes sense the datasheets are adjusted for a much smaller game size, but it could be fun to play with your new minis.

New Datasheets

10th Edition 40k Combat Patrol Rules

The core rules remain the same, – so nothing you learn in Combat Patrol will be redundant in Chapter Approved or Crusade games. Check out how the Captain in Terminator Armour from the index cards compares with the streamlined Captain Octavius from Combat Patrol.

They have fewer options for weapons, and the sheet is set up a little bit differently; either way, it’s nothing too crazy different.

10th Edition 40k Combat Patrol Rules 2

Every faction’s army rules will remain largely the same – Tyranids retain Shadow in the Warp and Synapse, for example – but each Combat Patrol features Enhancements unique to this game mode to let you tweak your WARLORD and try out new strategies. 

New to playing Tyranids and worried that your prized Tyranid Prime might be a little fragile? Psychostatic Veil gives the Terror of Vardenghast a 4+ invulnerable save, and makes it harder to target at range or hit in melee. After you’ve got some games under your belt, you can try turning it into a nimble buff piece with the Secretion Goad Enhancement, offering increased Armour Penetration to other units – perhaps your Termagant swarm. Glorious, venomous revenge!

It looks like each character will only get two options for enhancements, but this should make building your list as simple as possible.

New Missions

10th Edition 40k Combat Patrol Rules 3

The six Combat Patrol missions in the core book each have their own characteristic mission rules, deployment map, and primary objectives. You’ll find one change from the core rules here – unless they’re Battle-shocked, your BATTLELINE units can secure objective markers, allowing you to keep control of them even when your squads move on. This presents new applications for many BATTLELINE troops, and board control challenges for the elite Space Marines…

In addition to your mission’s shared primary objective, every Combat Patrol can also choose between a pair of secondary objectives that let you define how you play. Wrath of the Emperor has you send your juggernaut Captain right into the fray, spraying guts and ichor with storm bolter and power sword, scoring 2VP for each phase in which he kills any models.

Again, from the looks of it, each army will only have two options for secondaries, making the game super easy and fast to play.

10th Edition 40k Combat Patrol Rules: New Stratagems

10th Edition 40k Combat Patrol Rules 4

Even Stratagems are brought into consideration – each Combat Patrol has just three bespoke Stratagems, with one that’s designed to be reactive. These are also part of the balancing in Combat Patrol – the Vardenghast Swarm gets to top up its squishy Termagant swarms with Teeming Broods, bringing back destroyed models or even recycling a whole unit as Strategic Reserves. Maybe shooting them off the board isn’t such a good idea…

With only three stratagems per faction, you should be able to learn the rules quickly and not get too bogged down.

10th Edition 40k Combat Patrol Rules 5

It won’t have escaped your attention that certain Combat Patrols contain big, tough MONSTERS and formidable VEHICLES, while others are somewhat lacking in the heavy weapons you’d normally use to take such targets down. Stratagems like Veteran Instincts will even the score, by granting your Terminators the ability to re-roll Wound rolls when swinging their power fists against giant-sized targets. 

Considering some of the boxes have no big guns or units, something like this is nice to help take out those giant vehicles and monsters.

More 10th Edition 40k Rules For Missions, Objectives, & Gambit Cards: (May 5th, 2023)

The new rules come from Warhammer Community.

10th Edition 40k Missions

There are nine different Primary Missions in the deck. Some resemble tried and true objectives from the current edition of the game, while others are radically different. Coupled with five different Deployment maps and 12 different Mission Rules, this creates a wider variety of exciting game options right off the bat.

You can score up to 50 Victory points per game from your Primary Mission – more than any other single source of VP – making it the key to triumph no matter what other cards you draw.

Take and Hold is pretty common, but it’s nice to get five different maps and 12 different mission rules right off the bat. Now, you can score 50 VP for your primary, so you better get an army good at it!

New Secondaries in 10th Edition 40k

10th Edition 40k Missions 2

In every game, you and your opponent both have identical decks of 16 different Secondary Missions. All of these can be played as “Tactical” Missions – meaning you’ll use the whole deck and draw two Secondary Missions at random. These must be then replaced with new randomly-drawn cards as they’re completed throughout the battle. 

Alternatively, seven of these Secondary Missions can also be played as “Fixed” Missions – meaning you’ll select two specific cards and stick with them the entire game. Fixed Missions are perfect for armies who prefer to pursue their own battleplan, while Tactical Missions are more random – and therefore riskier – but will reward flexible armies that can adapt to the tides of war. 

Regardless of whether they’re using Tactical Missions or Fixed Missions, players can score a maximum of 40 Victory points from Secondary Missions. Fixed Missions players can only score 20 Victory points from each of their two individual Secondary Missions, so they can’t afford to neglect either.

It’s also interesting because you can have one player randomly pick missions and the other play with fixed missions. At most, you can score 40 from them.

10th Edition 40k Missions 3

Meanwhile, players using Tactical Missions will discard each card the moment they achieve that Secondary Mission, and only replace discarded cards in their next Command phase – meaning you can’t cycle through your whole deck and hit 40VP in one extremely lucky turn. There are other ways to discard unfavourable Secondary Missions, but they’re limited and have their own cost – if you can, it’s better to play the hand you’re dealt…

This is good because you can’t score everything in a single turn. So if you do want to discard a card, make sure it’s one you can basically never achieve, as you can only pitch one the entire game (well, with this Stratagem at least)!

10th Edition 40k Missions 4

You don’t have to spend a Command point to ditch a tricky Secondary Mission, however – at the end of each of your turns, you can discard one or more Secondary Missions and gain a Command point. You’ll be giving up on the chance to score that Secondary Mission, and won’t draw a replacement until your next Command phase, but you won’t be stuck with cards you can’t or don’t want to score.

This is pretty interesting because if you like your secondaries, you don’t actually get a CP, so a bit of a factor as to what your army really needs at the time.

How Gambits Work in 10th Edition 40k

10th Edition 40k Missions 5

Gambits have been designed with both competitive and casual play in mind to offer players a challenging do-or-die Hail Mary. At the end of the third battle round, players can totally abandon their Primary Mission, and instead select one of two randomly drawn Gambits.

In the current edition of the game, it isn’t uncommon for a game to be very close and hotly contested – but due to the nature of progressively scored Victory points, for one player to be mathematically out of reach only halfway through. This can be quite disheartening – whether you’re a competitive player facing a foregone result, or a casual player rolling out a futile struggle after days or weeks of getting hyped for your upcoming game. Gambits are designed to solve these problems – without creating a situation where a totally outplayed army gets lucky just by rolling a 12.

If you complete battle round 3 – a little over halfway through – and find that the game is very close but just out of reach on the Primary Mission, you can telegraph to your opponent that you’re going to abandon the Primary Mission and aim for a long shot. Of course, this will give them the opportunity to stop you from achieving your Gambit – and they’ll have two whole rounds to prevent the completion of your risky new gameplan.

Should you succeed in your Gambit, you’ll score 30 Victory points – but crucially, this reward is still limited by that standard cap of 50VP per game from the Primary Mission. If your opponent is running away with the game – and keeps running, since they can still score the Primary Mission perfectly well for the next two rounds – then a desperate Gambit won’t let you win all on its own. Even then, however, it can offer an exhilarating sidequest to pursue as a narratively fulfilling way to finish out a lost battle.

We’re still a little on the fence about these, but for casual play, we actually think they are enjoyable. Because who doesn’t want to pull out a last-second victory against your buddies? For the tournament scene, it could be a fun way to keep games much closer and actually allow for some more variety in play at most levels.

GT Packs

10th Edition 40k Missions 6

For tournament organisers, there will be a digital and routinely updated GT pack from Day 1 of the new edition. This will include suggested combinations of Deployments, Primary Missions, and Mission Rules for typical tournament play, using the Leviathan card decks to pre-generate these shared parts of the game so all players at the event are playing the same mission.

This pack will also include an organisers’ commentary, tuned to provide new event organisers with some good starter tips, without any overly prescriptive elements that might infringe on the well-established best practices of the amazing global community of TOs. 

It’s nice to see they will support GTs and tournaments from the beginning.

5 New 10th Edition Warhammer 40k Rules Revealed at FEST (April 30th, 2023)

leviathan reveal starter set 10th Edtioin unboxing contentsAgain, these are from the demo games and cover some of the essential phases and crucial differences. However, as these were demo games, we don’t have any actual screenshots of the rules, so we’ll be breaking down the changes as told to attendees.

10th Edition Warhammer 40k New Objective Markers Rules:

It appears in the new edition; no model can end its move on top of an objective marker or cover any part of the objective marker. This seems to ensure that all players can see the objective markers at all times.

This is a little strange, but we’ll have to see how it works in bigger games.

10th Edition Warhammer 40k New Blast Weapons Rules:

Currently, Blast weapons make it so you gain a minimum number of hits against bigger units (like a minimum of 3 or 6). In the new edition, you will get more shots the bigger the unit.

Here’s how it works: You get to roll an additional hit roll for every five models. For example, if you’re shooting at a 20-man unit, you will get D6+4 shots. The bigger the target, the more shots you get.

10th Edition Warhammer 40k New Rules for Overwatch:

This is a pretty major change. It still costs 1CP and can only be done once per turn. However, it doesn’t have to be done during the charge phase anymore!

If an enemy unit ends its move within range of you, you can overwatch them in the movement phase! You do have to keep in mind you get fewer CP in the new edition, so it might not be as worth it to just do all the time.

captain vs nid10th Edition Warhammer 40k New Rules for Fight Phase Rules:

Engagement Range: It seems like the pile in rules stays the same, but who can fight has changed and is very straightforward. If you are in base contact with an enemy, you can fight them, and they can fight any units they are in base contact with. So, be sure to pile those minis in tight!

Consolidation: Units that aren’t in engagement range can still make a 3″ consolidation move; however, you can only make this move if it puts you in engagement range of another enemy unit or puts you in control of an objective marker.

Warhammer 40k: New Desperate Escape Tests Rules

If you fail your LD test (rolling above your LD on 2D6 with modifiers), your unit will become Battle-Shocked; when Battle-Shocked, your OC goes to 0, but it also makes falling back much harder.

So, when your unit is Battle-Shocked, and they try to fall back from combat, they make what is called a Desperate Escape Test. When you do this, you must roll a D6 for every model in the unit, and on every 1 or 2, a model flees (is taken off the battlefield)—so, falling back while shocked is going to be much harder than before.

Those are the five biggest new rules changes for Warhammer 40k 10th Edition that attendees noticed during the demos at Warhammer Fest 2023.

New 10th Edition Warhammer 40k Missions & Gambits Change Up the Game! (April 28th, 2023)

These new rules previews come from Warhammer Community.

10th Edition Warhammer 40k Missions

As you’d expect for a new edition, missions have changed in Warhammer 40,000. In fact, there’s just one in the Core Rules – entitled Only War, this is a perfectly balanced pitched battle in which two players fight for control of four objective markers, which they’ve taken it in turns to place. 

These objectives are scattered across a battlefield of 44″x60″ at Strike Force (1,000 points) and Incursion size (2,000 points), or 44″x90″ for an Onslaught game (3,000+ points). With both players deployed on the short edges, It’s the perfect theatre for a thrilling battle.

We heard rumors that the table size would stay the same for 2k point games, so there is nothing too crazy here. Also, when a new edition comes out, there generally aren’t a ton of different missions.

10th Edition Warhammer 40k Missions 2

Only War is only the beginning. The new edition features the Chapter Approved mission system – an evolution of both the popular Tempest of War cards and the Grant Tournament Mission Packs, allowing you to quickly generate balanced and varied missions for every game. 

Here’s how they work: Firstly, pick your game size and muster your armies as usual. Then divide the cards into their respective decks: Deployment, Mission Rules, Primary Missions, Secondary Missions (one deck for each player), and Gambits (one deck for each player). At competitive events, these combinations may sometimes be defined ahead of time, but you’ll usually generate them fresh each time you play.

Nothing too crazy here, as you pick a card for deployment, the mission rules, and the primary. Then, each player will get to pick two secondaries and multiple gambits (one of which is discarded).

10th Edition Warhammer 40k Missions 3

Shuffle each deck, and draw one card from the Deployment, Mission Rules, and Primary Mission decks. These are your shared mission parameters – the Deployment card shows where both sides deploy and where the objective markers are, the Mission Rules card explains any special rules in effect, and the Primary Mission explains how each side collects Victory points (VP).

This mission rule is very interesting because you don’t have to leave units behind to keep an objective as you do now. Instead, you can control it in your command phase, then just go ahead and move that unit up into the fray. We had heard that they would be “sticky” objectives in 10th, but now we know for sure!

Take and hold is pretty standard, and you have to control objectives to score (up to 15, even though there will be four objectives).

10th Edition Warhammer 40k Missions 4

Once they’ve set up the battlefield and determined who’s the Attacker or Defender – but before actually deploying their armies – players select and reveal their Secondary Missions. These are personal goals they’re trying to achieve, like Assassination or Deploy Teleport Homer, which will allow them to score additional VP.

Each player starts with two Secondary Missions, and can either choose Fixed Missions – which remain in place the whole battle, reliable yet predictable – or take a risk with Tactical Missions, which offer greater rewards but must be replaced with a randomly-drawn card each time they’re completed. Both players can choose a different way to score, so you can play to the strengths of your army.

They are basically combining everything into one, meaning you can play where you draw cards each turn or just keep the same missions the whole game. What’s really interesting, is you can combine the two into one game, meaning one player can draw every turn, and the other could just keep the same missions.

The attacker’s card can be hard to do (but maybe easier based on the new OC system and end of turn), but scoring 8VP for one objective is pretty sweet. Overwhelming Force can be a great card depending on your army and score you some easy VP.

New Gambit Cards

10th Edition Warhammer 40k Missions 6

Primary Mission not going as planned? There’s still hope – a daring Gambit may be your ace in the hole. At the end of the third battle round, either or both players may choose to play a Gambit card, chosen in secret from two identical decks. 

Once a player reveals a Gambit, their original goal is thrown completely out of the window, replacing their Primary Mission with a completely fresh – and intensely challenging – new mission objective. They keep all existing VP, and their Secondary Missions, but can no longer score on the Primary Mission – instead, they must pursue their Gambit to the bitter end.

A Gambit is a risky prospect, but pulling it off scores an intimidating chunk of VP, allowing a losing player to snatch an unlikely victory from the jaws of defeat. Better still, they’ll ensure battles stay valid – and violent – throughout all five battle rounds.

This is a really cool extra mechanic because sometimes battles feel decided by this time of the game, and you can go from playing like normal, and instead go all out for the Gambit! We’ll have to play some games to see how this actually feels on the tabletop, but it sounds like a really cool idea.

10th Edition Warhammer 40k Missions 5

This set includes three different Gambits – one of which is randomly discarded before you make your choice – allowing you to keep your opponent guessing. Of course, you can also reveal the Proceed as Planned card, in which case you continue with your original Primary Mission. You might even bluff your opponent into panicking and taking on a Gambit themselves…

If you’re ahead in the battle or are about to score a bunch of points, you can just play the Proceed as Planned card, and nothing changes. However, if you feel you can’t win, you can play a Gambit.

Orbital Strike Coordinates is pretty crazy, as you have to run your troops to the corners (and probably in your opponent’s side), but if you can get a few units into those corners, you might only have to roll a 10, and you’ll score 30 VPs!

This is really interesting and has a serious opportunity to swing the battle all with one roll, which could be really fun!

Check out the latest for Warhammer 40k 10th Edition, new releases, rules, rumors, and more!

10th Edition 40k Terrain Rules are Looking More Streamlined: (April 20th, 2023)

The rules come from Warhammer Community.

10th Edition 40k Terrain Rules

Terrain provides the Benefit of Cover rule to those units that can take advantage of it. As in previous editions, this adds 1 to save rolls against ranged attacks, but this time there’s an important caveat. 

Having the Benefit of Cover will not improve saves of a 3+ or better against weapons with an Armour Penetration characteristic of 0. This means a unit will never have its save improved to 2+ by terrain.

This is pretty similar, but it’s interesting that if something has 0 AP, you won’t get better than a 3+ save; however, if something has -1 AP, then this will cancel out.

Now, deciding whether or not a unit has the Benefit of Cover is as simple as knowing which category their cover falls into – craters, barricades, debris, hills, woods, or ruins. 

This should make things easier, as they will have visibility, engagement range, and cover rules on their rules card.

New Types of Warhammer 40k Terrain

10th Edition 40k Terrain Rules 2

This category includes other small patches of terrain such as rubble. It’s the most simple type and functions like the area terrain of previous editions, granting cover to any INFANTRY model standing wholly inside them. Even if the models are fully visible to the attacker targeting them, they get the cover.

Nothing too crazy, as this shouldn’t obstruct vision, but in theory your models are diving down to get some extra cover.

10th Edition 40k Terrain Rules 3

All sorts of terrain are classed as Barricades, from promethium pipelines to ramshackle defence lines, and any model within 3” can claim cover so long as the object partially obscures them from at least one of their attackers. As the thickness of a barricade can often make it difficult to get within 1” of an enemy unit when charging from the opposite side, this terrain type also modifies the Engagement Range rules to include models within 2”, providing they’re attacking a unit on the other side of the barricade.

Well, seeing if something is partially obstructed shouldn’t be too hard, but you will have to do some Line of Sight checks to see if you’re actually obscured sometimes. Then, for combat, you can fight if your models are within 2″ and on the opposite side, so it shouldn’t be too confusing at all now.

10th Edition 40k Terrain Rules 4

This terrain includes any bits and pieces that a unit can’t end their move on, such as barrels, statues, and piles of discarded Mek Workshop parts. These confer cover when they partially block a model from the attacking unit, regardless of range or size.

Again, if you are obscured at all, you get cover.

10th Edition 40k Terrain Rules 5

 The Hills terrain type also encompasses solid buildings that units can stand on, like the Battlezone: Fronteris Landing Pad or Munitorum Armoured Containers. Both models and other terrain features can sit on top of hills provided they don’t overhang the edge and, like debris, the hill confers cover to anything it partially obscures. This often results in some dicey close-range firefights, as the edge of the hill itself gets in the way of units shooting up and down at each other.

It’s hard to be super obscured by the hill, but we guess if you’re close, it will come into play.

10th Edition 40k Terrain Rules 6

Woods and forests are a little more involved than the rest. Any model fully inside the wood, or viewed through an area of woodland terrain by a unit that is also not inside it, is never considered to be fully visible and receives the Benefit of Cover.

So, putting woods in the middle of a battlefield could effectively give tons of units cover. Because even if you look through the woods, you get cover. Again, you’ll have to do some LoS determinations, and having a defined outline of the trees will make this much easier.

Also note the two new keywords Towering, and Aircraft. 

10th Edition 40k Terrain Rules 7

These wrecked and damaged structures completely block visibility of all models through their footprint, regardless of how much you can see through their fancy gothic windows. Otherwise, models outside can shoot in, and models inside can shoot out.

Since particularly tall ruins can give attackers an advantageous position, they also come with the Plunging Fire rule, which improves the Armour Penetration characteristic of a ranged attack by 1 when the attacking model is more than 6” above ground level and shooting at a target on the ground – making it a great way to get around other units’ cover.

It makes sense some terrain pieces block all vision if a model is not inside of it. However, if you’re in the ruins, you can still be shot and shoot out yourself. Either way, your models get the cover no matter what. Plunging Fire is interesting and will make very tall terrain pieces more valuable to secure.

Vehicles & Primaris Get Even Better as GW Drops 10th Edition 40k Transport Rules: (April 19th, 2023)

The rules come from Warhammer Community.

Transport 40k Rules

Now any embarked unit is free to hop out once a transport has moved – provided the vehicle didn’t Advance or Fall Back. They can also shoot, but can’t make a charge, unless they disembark before the vehicle moves. 

This is a major improvement for mechanised armies that love to leap from their vehicles and blaze away at close range, like the T’au, Astra Militarum, Aeldari, and power armour-clad warriors of all varieties. You still can’t embark and disembark on the same turn, but you don’t need to keep your engine running for a turn before the doors open – which, coupled with their newfound durability, makes fielding transports more appealing than ever.

So, some changes in general, but some vehicles even have rules to allow units to disembark after advancing. You still have to jump out of the vehicle before it moves to charge (other than individual tanks), which is probably for the best, but this is just the start of the changes.

Transport 40k Rules 2

In the past, certain open-topped vehicles allowed the troops inside to fire out, and this has now been consolidated into a universal Firing Deck X rule. Just choose one weapon each from a given number of embarked models – such as a plasma gun and meltagun from some Cadian Shock Troops riding in a Chimera with Firing Deck 2 – and the transport will count as if it’s equipped with them for their own shooting attacks.

We saw this with the Rhino, and it has Firing Deck 2 as well. So maybe most of the non-open-topped vehicles will have Firing Deck 2. Looks like vehicles now are the ones doing the shooting, and there are some potential combos to be had as well…

 

Transport 40k Rules 3

Previously, embarked troops couldn’t benefit from buffs, but now because the transport itself is making the attack, their weapons gain any boosts the vehicle does. For instance, an Ork Mek can use his Mekaniak ability to act as a powerful force multiplier for the Battlewagon’s monstrous Firing Deck 22.

First, firing Deck 22 seems insane, and hopefully, all open-topped vehicles have Firing Deck equal to transport capacity. Not only will the Mek restore wounds, but he will also make them better at shooting, so we’ll see if this is fairly generic along all mechanic-type characters.

New Vehicle Keywords

Transport 40k Rules 4

Some vehicles, however, circumvent the rules entirely with special abilities, such as fast movers like the Impulsor and the Astra Militarum Taurox who can disembark troops even after advancing.

The Land Raider reclaims its Assault Ramp – meaning passengers can declare a charge on the same turn they disembark. If this sounds like a return to the glory days of delivering Terminators hot and fresh into headlong assaults, you’d be right, but it’s not the only Space Marine transport with newfound flexibility. 

This means you can really sprint your units to the front to take objectives, and the units inside also only count as having made a normal move, so they can shoot without much penalty. This seems to be a pretty big change overall. Then, maybe most importantly, it looks like you can disembark from a Land Raider after it has moved and still charge!

Maybe we’ll actually see the big tank make a return with this rule!

Transport 40k Rules 6

Many other transports get a new lease on life with characterful rules of their own. The Chimera is often used as a command post by Astra Militarum officers, so now they can bark orders from (relative) safety with the Mobile Command Vehicle rule.

This is huge, as they can sit in the tank and keep issuing orders. We’ll have to see how many vehicles get a similar rule, but with auras going away (mostly), it might not be as helpful for other factions.

Transport 40k Rules 7

The Falcon grav tank, meanwhile, lends supporting fire to its disembarked passengers by picking out priority targets with its own guns. The freshly deployed Aeldari then get to reroll wound rolls against that same unit, giving the Craftworlds a fast one-two punch of overwhelming firepower or lethal bladework that really fits purpose as the premier aspect -warrior delivery system.

This is actually a huge buff, as re-rolling your wounds is no joke. You can always just split fire with something small, and as long as you hit once, you’re getting the buff and sending the bigger guns into something else.

10th Edition 40k Transport Rules: Primaris & Tank Keywords

Transport 40k Rules 5

Minus a couple of exceptions,* Space Marine transports no longer care whether a Primaris unit is riding in the back or not.

* The Rhino, Razorback, and Impulsor are still specialised for certain squad types, and many larger models like Terminators and Gravis-armoured Space Marines still have their own restrictions.

So, it looks like as long as the vehicle doesn’t have a specification about what units can be inside, anything can. Meaning Firstborn and Primaris is not going to have as strict of rules for what they can ride in.

However, GW even dropped a hint for drop pods as it looks like they can be used by Primaris now! ! It’s also interesting they left the transport capacity off the Rhino datasheet, but we assume from this that most will stay similar.

Transport 40k Rules 8

Well, we might be seeing a lot of classic transports! With better Land Raider rules and (possibly) Primaris in drop pods, things might get spicey out there!

Psychic & Morale Rules For Warhammer 40k 1oth Edition: (April 18th, 2023)

10th Edition 40k Phases

The turn structure is still the same: one player still takes the first turn, to manoeuvre and fight with all the forces at their disposal, and then the second player does the same. This is still called the Battle Round, but seven phases have now become five – and both players will now contest each one to the fullest.

Here’s the headline: the phase structure is broadly the same. You perform admin for the turn ahead in the Command phase. Then you manoeuvre in the Movement phase, take aim in the Shooting phase, charge into melee in the Charge phase, and get biffing in the Fight phase.  

So what’s changed? The Psychic phase and the Morale Phase are now no more – but this doesn’t mean that psychic powers and morale are gone. The effects are still very much present, but they’ve been smartly compressed into the other phases. Let’s break it down.

This is something that has gotten a lot of players heated, especially those who play Thousand Sons and the like. It will take some getting used to, but those units should all have their datasheets really buffed up.

Either way, this is what’s happening, so we’ll have to see how the army shapes up before making too many assumptions. Morale will all be done in the Command Phase now too, so just remember to do battleshock tests at the start of your turn and not the end (but we’ll look at it more below).

The Psychic Phase

10th Edition 40k Phases 2

For some players – the likes of the Thousand Sons, Grey Knights, and Aeldari – the old-style Psychic phase was a technicolour carnival of empyrean delights. For others – especially the T’au Empire and Necrons – it was often 10 minutes spent watching your opponent make a bunch of mysterious 2D6 rolls and remove models accordingly. 

This was often un-fun and awkward to play around, so now psychic powers are used throughout the other phases, instead. Peering into the future for tactical insights? That’s an ability for the Command phase. Paralysing foes with hypnosis? You’ll do that in the Fight phase. Tossing around eldritch lightning? That’s a ranged attack, used in the Shooting phase alongside any regular guns you may be carrying.

It’s nice to see so many of the staples still being mentioned, and everything won’t just be an arcane bolt power in your shooting phase. This should make playing against certain armies less boring as instead of a 10-20 minute phase, it will be sprinkled throughout. However, if you’re playing one of those armies, just be sure to pay attention and get your powers in during the right phases and not pass it by and not be able to use them.

Luckily, we also have some datasheets to see how they work.

Terminator Librarian Datasheet

Librarian Datasheet

The new Terminator Librarian, for instance, unleashes his Smite in the Shooting phase. Each time he does so, you can choose to manifest either a controlled mental burst, or a recklessly powerful psychic onslaught that may backfire thanks to the Hazardous weapon ability.

Psykers are more than just brain-based artillery, however – he also boosts any Terminator Squad he’s leading, twisting the Veil of Time to grant their attacks the Sustained Hits ability. Each Space Marine Librarian brings their own flavour of psychic chicanery to battle.

First, they haven’t told us what hazardous means (but it would make sense every roll of a 1 is a Mortal against the bearer), but smite can do some serious damage with D6 shots at S6. -2AP, and D3 Damage.

Then, Devastating Wounds will get you mortals on 6’s to wound, so if you have this on a bunch of units, it could be pretty devastating. After that, he gives sustained hits (hit rolls of 6’s do additional hits) and keeps your unit safe from other psychic attacks. So, he only has two powers, in essence, one to help units hit better (innately) and a powerful shooting attack.

Ork Weirdboy Datasheet

Weirdboy Datasheet

The Ork Weirdboy, on the other hand, can’t be bothered with anything so quotidian as a gun, but his ‘Eadbanger shooting attack grows in power and volatility according to how many Boyz he has in his entourage.

His Da Jump power fires at the end of the Movement Phase, allowing you to teleport his ladz somewhere more deadly – assuming his brain doesn’t explode from the stress…

There are a few things here of note. First, he keeps T5 and hits on a 4+ (which might just be because it’s a psychic attack, not necessarily all Orks will have 4+ BS). Next up, his psychic attack has precision (we would guess you can target characters) and can get add on a ton of damage and Strength, which is super thematic.

If you stick this in a big unit, the Weirdboy could be one-shotting characters all over the place, which is just cool. However, Da Jump is what most Ork players may have been really worried about. The new ability goes off on a 2+, and the whole unit jumps. However, you can only do this on the Weirdboy’s unit, meaning you need to put him in a unit you want to jump! 

10th Edition 40k Morale Phase

10th Edition 40k Phases 3

Morale is even simpler – that all gets sorted in your Command Phase, when you take Battle-shock tests for any units that have taken enough losses.

Battle-shock tests are super simple. Roll a 2D6 for every unit that’s Below Half-strength – that means they’re a squad with less than half of their starting models, or a single model with less than half of their starting Wounds. You’ll need to roll equal to or above your new Leadership characteristic – if you fail, that unit suffers some nasty penalties until your next turn.

This means models don’t just run away, but they are not nearly as effective and cannot control objectives, etc. Maybe the most interesting thing about all of this is that even single models can fail LD tests.

So if you have a big vehicle or monster, it can actually fail a test. Whereas before, only squads could really run away; this makes single big models a little worse intrinsically; just interesting to look at.

Weapon Rules for 10th Edition Warhammer 40k: (April 14th 2023)

The new rules come from Warhammer Community.

10th Edition Warhammer 40k Weapon Rules

Up until now, your guns were divided into several categories: Heavy, Rapid Fire, Assault, and so on. In the new edition, these classifications become weapon abilities. 

This change allows weapons to behave in more varied ways than before, without increasing the number of rules you need to learn. A bolt rifle has both the Assault and Heavy abilities, for instance – meaning it can be fired on the move or braced for extra accuracy, as needed. 

This flexibility is perfect for representing auto and stalker bolt rifles, which are now streamlined into the same weapon profile. All Intercessors just have bolt rifles, which you can build with whatever scopes or magazines you please.

This is interesting in two ways; first, a heavy weapon gets +1 to hit when stationary and not -1 to hit when moving. Then, there is no minus for shooting assault weapons, and all Intercessors have bolt rifles, no matter how it’s modeled.

10th Edition Warhammer 40k Weapon Rules 2

The core rules include a variety of other weapon abilities, which tie together similar effects found across factions. Weapons that shredded through armour on lucky rolls can now share the Devastating Wounds ability instead. This allows them to dish out mortal wounds on a Critical Wound – that’s an unmodified Wound roll of 6.

Almost all weapons have had their core statistics changed to help pull their weight in this new, more durable edition – especially those designed to tackle vehicles. You’ll generally find that most guns have not increased in strength, and have often lost a pip of AP. 

It seems a little strange an Assault Cannon has no AP, but the bolt rifle does. However, with Devastating Wounds, you can just roll a six to wound and inflict a mortal (or whatever the damage is). Up to this point, there have been some really strong weapons, but overall, they are promising weaker weapons.

10th Edition Warhammer 40k Weapon Rules 3

The melta rifle, for example, gains a bump in Strength and the Melta rule to boost its Damage at short range, while the Hammerhead’s infamous railgun soars to Strength 20.

This is a cool way for them to make bigger weapons stronger at close range, and something like the rifle only goes up by two Strength. Still, it has -4 AP and D6 Damage, so plenty good at killing tanks.

10th Edition Warhammer 40k Weapon Rules 4

The shuriken cannon picks up Sustained Hits, common among weapons that throw massive amounts of firepower down range – and on swarming Tyranid Invasion Fleets. This one simply adds the listed number of extra hits when a Critical Hit is scored – that’s an unmodified Hit roll of 6. Easy to remember. 

This, again, gives some good flexibility and also the possibility for an insane amount of exploding 6’s. We’re not sure how high the number will go, but we might see something like Sustained Hits 3, and every six will score three extra hits!

10th Edition Warhammer 40k Weapon Rules 5

Melee weapons can also have abilities, including a blast from the past – Twin-linked is back! This classic rule is now found on ranged and melee weapons alike, and confers a re-roll to wound. In recent editions, many weapons that used to be twin-linked were instead treated like two guns taped together, which had a serious impact on balance. This change makes them more reliable, rather than twice as killy.

This is an interesting change, and instead of more shots, you have a better chance to wound. So, while you still have the same chance to hit, you should be wounding a whole lot more.

Vehicle Rules For Warhammer 40k 10th Edition: (April 13th, 2023)

Warhammer Community previewed the new vehicle rules for 10th Edition Warhammer 40k, and things are looking quite different!

Vehicle Rules 10th Edition 40k 4

Almost every vehicle has received a bump in Toughness. So while Toughness 9 used to be the highest you’d ever see in a game, in the new edition you can find units like the Ork Stompa with toughness as high as 14!

All the weapons in the game have also been recalibrated to fit into this new scale, and we’ll be talking about those tomorrow.

This will make vehicles even more critical for armies, and without as many list restrictions, we’ll probably be seeing all kinds of tanks.

New 10th Edition Warhammer 40k Rhino Datasheet Rules

Vehicle Rules 10th Edition 40k

Coming out of the gate with a Toughness score to match the Titans of old, the reinforced Rhino actually sits towards the bottom end of the pool of hardy Space Marine vehicles. Its new Toughness of 9 leaves it significantly less vulnerable to most infantry-portable weapons, even meltagun blasts. 

At the same time, the Rhino receives two core abilities common across many factions – Deadly Demise and Firing Deck. The first of these dictates how many mortal wounds are suffered by nearby units when a vehicle explodes, while the second shows how many embarked units can shoot from inside a transport. Both rules have previously existed in many different forms, and are now condensed into core abilities for clarity.

You’ll also notice that most Vehicles have an OC (Objective Control) of more than 1, meaning that ramming a depleted enemy infantry squad to muscle them off an objective, is an entirely legitimate tactic! 

So first, this moves to Toughness 9 and OC 2. The bigger the tank, the bigger the OC score, so you can actually secure objectives with these. Then, they changed the rules for exploding to be more straightforward (we assume the D3 means D3 damage for Deadly Demise). The Firing Deck tells you how many models from inside can shoot.

In theory, if you have two powerful weapons inside, you can just go ahead and shoot those two plasmas every time! They also said tanks would degrade, but we’re not sure if it will be a single chart where every tank, vehicle, and monster just degrades the same or if they are just leaving that out for now.

Also, one thing to note, the Hunter-Killer moves to Strength 14, which is pretty wild, so maybe the lower lethality will just come in terms of things being tougher. Who knows? Lastly, the Rhino regenerates one wound per turn, which is always nice.

New Space Marine Vehicle Profiles

Vehicle Rules 10th Edition 40k 2 Vehicle Rules 10th Edition 40k 3

We’re still not recommending staying out in the open against concentrated railgun fire, but you should find your armoured behemoths make it through more firefights and can form a solid bastion in your army. To prove the point, here are a few more examples from the Space Marine roster.

They didn’t give all the rules, but just the profiles are looking great! The Repulsor comes in at the tankiest (pun intended) with T12, 16 Wounds, and an OC of 5! All the tanks will be way harder to bring down, so pretty interesting overall.

New Character Rules In Warhammer 10th Edition 40k: (April 11th, 2023)

From the sounds of it, gone are the days of almost all aura buffs (but a few remain). Now, your characters will have to join squads like in the old days to give them the buffs! This maybe means we’ll need to see more heroes running around in armies to get a ton of buffs to your units.

On top of that, characters seem to become part of the unit for the whole game, not just free roaming across units. So some profound changes are here for character rules in 10th Edition Warhammer 40k

The new changes to character rules in Warhammer 40k come from Warhammer Community.

How Characters Work in 10th Edition 4

The new edition of Warhammer 40,000 is bringing some pretty massive changes to the rules. One of the most eye-catching is the way that CHARACTERS now interact with their subordinates. The powerful Aura bonuses that they used to impart on all nearby troops are gone – in almost all cases. These effects were powerful, but the potential to stack them up made balancing the game tricky. 

So now, rather than handing out re-rolls to anyone in earshot, your heroes now join a single squad and act as one cohesive unit. It’s an elegant system that helps keep over-buffed super-units at bay.

This is a huge change and something that is probably moving in the right direction. So much of 9th Edition has become a lot about getting your auras stacked for your units and buffing them up. We see how this makes the game hard to balance.

Now, you must join a single squad to buff them up.

How Characters Work in 10th Edition

Take this Primaris Lieutenant. The first thing to notice is the Leader ability, which unlocks the ability to join a squad. This is done before deployment, at the same time as transports are allocated and units are placed in Reserve – the Leader becomes a permanent member of that unit for the whole battle.

Each Leader has a short selection of units that they can join, all of them listed on their datasheet. A Primaris Lieutenant can shack up with Intercessors or Bladeguard Veterans but leaves Gravis-armoured Aggressors and Heavy Intercessors to his more appropriately equipped colleagues.

This means you join a squad and stay with that squad. So, you might need more characters to buff up more squads now, but they give some pretty exciting buffs compared to just re-rolling something.

Just by putting a Lieutenant in the squad, for example, you get the lethal ability (automatically wound on a hit roll of a 6) and can shoot and charge even when you fall back.

How Characters Work in 10th Edition 2

His Tactical Precision ability grants his subordinates Lethal Hits, a core ability that makes Critical Hits – the new term for an unmodified 6 on a Hit roll – automatically wound their target. 

Most of the time, only one Leader can join each unit – but as you can see, the Lieutenant is an exception, and can join the same squad as a superior Captain. Plenty of factions have similar low-ranked support Leaders, from Biophagus surgeons to Warlock battle-psykers.

The old Look Out, Sir! rule has also been devolved into this new system. Your Leader is kept safe by their Bodyguards, and can usually* be targeted only when everyone else in the squad has breathed their last. 

It’s interesting that you can double-buff a unit with two characters and make them hit harder. However, one of the biggest changes is the Look Out, Sir! rule.

This means you want to put your heroes in sizable squads, as once everything dies in the unit, they are left alone and can be shot at.

Independent Characters

How Characters Work in 10th Edition 3

Not all characters possess the Leader ability, however. Independent sorts may instead have the Lone Operative ability, which means that they can’t be targeted by ranged attacks unless the attacker is within 12″. This potent defensive trait is common among the stealthier specialists of the 41st Millennium, such as Vindicare Assassins or Commander Shadowsun. 

Some characters only gain the Lone Operative ability when taking shelter near an appropriate unit – such as when Iron Father Feirros is working on an allied VEHICLE, or Lion El’Jonson is near a unit of ADEPTUS ASTARTES INFANTRY. Such heroes tend to benefit their comrades without Leading them, perhaps through Aura abilities that boost nearby allies.

It makes sense certain characters can’t join units, and the lookout rule is totally simplified; if you’re more than 12″ away, you can’t target them. Then, the previews mention some aura buffs are still around, but we assume it will only be for a couple of models and big baddies like the new Lion.

GW Reveals New 40k 10th Edition Faction Rules for Tyranids & Space Marines: (April 7th, 2023)

The rules come from Warhammer Community.

Terminators 10th Edition Rules

The Index Cards released at the dawn of the new edition will each come with one Detachment, representing a common fighting style for a particular faction, and more will emerge as new Codexes arrive and armies expand. There is one golden rule: every Detachment must fit onto a single double-page spread. This means you’ll never need to go leafing through an armful of rulebooks to find that key Stratagem – you’ll have your core rules, your datasheets, and two pages of unique rules, and you’re good to go!

With only two pages of unique rules (we assume this includes all Stratagems, Relics, and Traits), it should be pretty easy to keep track of everything. Also, let’s hope this means when they come out with codexes, they have more lore and some form of free rules.

Faction 10th Edition Rules

On top of this, every faction gets an army ability regardless of which Detachment you’re using. This represents the totemic aspect of that faction in war – so the Orks get Waaagh!, Tyranids get Synapse, the Astra Militarum get Orders, and the Space Marines get Oath of Moment.

Those all make sense so far, and now it looks like you won’t have quite as many rules considering Nids get Synapse as their singular army rule (but then you get to pick detachment rules on top of that). Then, getting to re-roll hits and wounds against a unit for totally free is awesome.

Also, this will make Terminators hit on a 2+ for almost every weapon and get re-rolls, so they should never really miss or not wound the chosen target.

Warhammer 40k 10th Edition Detachments Rules

Faction 10th Edition Rules 2

The Tyranids begin their adventures in the new edition as an Invasion Fleet, focused on swift evolution and overwhelming offence. The Invasion Fleet’s Detachment rule is Hyper-adaptations, which provides three different abilities you can choose from each battle, depending on what you’re fighting.

Swarming Instincts adds the Sustained Hits 1 ability to your attacks against INFANTRY and SWARMS, landing an extra blow whenever you score a Critical Hit – that’s the new term for rolling an unmodified 6 on your Hit roll. This will be your go-to adaptation to handle an enemy horde or a stoic wall of elite infantry.

It looks like each sub-faction will have three options, and you pick one before the game starts. For Nids, we also learn what Critical Hits are (6’s to hit, pretty obvious, but hey), and Sustained Hits give you exploding 6’s. However, we really don’t know exactly what the other two will give you quite yet.

Warhammer 40k 10th Edition Faction Rules: Stratagems and Enhancements

Faction 10th Edition Rules 3

 No Detachment will contain more than six Stratagems. Add that to a robust universal menu of 12 Core Stratagems, and there’s now simply less to keep track of. Armour of Contempt returns as a Stratagem for the Gladius Task Force, the first Space Marine Detachment.

Well, at most, you can have 18 Stratagems, which is still a decent amount, but considering most are generic, it should be pretty straightforward. This is like a NERFed form of AoC as it only affects one unit but could still be super useful for only 1 CP.

Faction 10th Edition Rules 4

Enhancements replace the old Relics and Warlord Traits, offering a unified list of unique upgrades for each Detachment. Unlike Stratagems, there are no Core Enhancements – each one is tied to a specific Detachment for a specific faction, tailored to your roster and abilities. These include refined personal wargear like Artificer Armour, or tactical talents that allow a commander to enhance the unit they’re leading.

It looks like they are just combining Relics and Warlord Traits into one now, and it should make it easier to select stuff for your characters. This isn’t anything too crazy, but having a 5+ FNP and a 2+ Save is always lovely!

New 10th Edition 40k Terminators Rules Datasheet: (April 4th, 2023)

Games Workshop revealed the following new 10th edition Warhammer 40k rules for the new Space Marines Terminators.

Terminators 10th Edition Rules

One of the core design goals of the new edition of Warhammer 40,000 is to make notably tough units tougher, and allow them to withstand punishment befitting their reputation. Terminators, for instance, retain their iconic 2+ Save but get an increased Toughness of 5 and a 4+ Invulnerable Save right out of the gate, boosting their resistance to massed low-strength weapons and armour-piercing cannons alike. 

Their Leadership score of 6+ is also excellent in the new edition – on par with most Characters – though with an Objective Control score of just 1, they’ll need some help from Intercessors to hold down the fort. 

Well, they are going to be super tough with three Wounds, five Toughness, a 2+ save (which will be better as there is less AP), and a 4+ invulnerable save. Then, they have some great weapons, but you’ll notice the AP is missing from the Assualt Cannon, but the Krak Missile is actually improved on Strength.

Power Fists and Power Weapons also have reduced AP. One last big thing, they have a lesser OC score than Intercessors, which means they will be making troops important.

Terminators 10th Edition Rules 2

Storm bolters and power fists go together like cheese and wine. The former has a new-look Rapid Fire weapon ability that gives you extra shots within half range – so with Rapid Fire 2 on top of the weapons base Attacks value of 2, they can still fire four times within 12”.

Nothing too crazy, but this does give the option for Rapid Fire weapons to get a 3x or 4x multiplier and get a ton of shots!

New 10th Edition Warhammer 40k Abilities

Terminators 10th Edition Rules 3

Power fists are a little more spicy. They’re less unwieldy now, hitting on 3+, while chainfists shred armour with the new Anti-Vehicle 3+ ability.

Anti abilities – covering many different keywords like Infantry, Monster, and Vehicle – produce a Critical Wound on any wound roll that matches or beats the specified score, regardless of the target’s Toughness. This makes for specialised weapons that excel in their field, but don’t stay equally deadly against other target types.

Anti is interesting, as you will wound all vehicles with the Chainfist on a 3+ no matter what! So, this could be really helpful for a bunch of different squads. Next up is another new weapon ability.

Several other Terminator weapons have their own abilities, like Devastating Wounds on the assault cannon, and we’ll be covering these at a later date.

Devastating Wounds might be something like saves can’t be taken on a wound roll of a six, or they just will get extra AP. We’ll have to see, but it sure sounds like rolling better to wound will either do more damage or AP.

Rapid Ingress Stratagem & Deep Striking

Terminators 10th Edition Rules 4

Almost every datasheet in the game has its own special ability – many of which used to be Stratagems. Teleport Homer makes use of the new Rapid Ingress core stratagem to Deep Strike in your opponent’s turn.

Fury of the First, meanwhile, makes Terminators especially effective at destroying the target of the Oath of Moment – the Space Marine faction ability. We’ll find out what this does tomorrow, when we take our first look at faction rules.

As you can see, the Stratagems look a lot different than before. They seem pretty easy to read, with everything in a few sentences. They mention Deep Strike is back, which is a little different, as you can place the token on the battlefield and teleport the Terminators there.

Then, we’ll learn more about the Oath of Moment, but both that and Fury of the First seems to suggest that will still be hit modifiers in the game, and the Terminators will be hitting on 2s throughout the game!

How Objective Control, Leadership & Datasheets Will Work: (April 3rd, 2023)

Here’s the new info straight from Warhammer Community.

Objective Control 10th Edition 40k

Objective Control – or OC – is a measure of how well a unit can secure critical locations. It’s an elegant means of clarifying a previously complex aspect of the game. Now each model has an OC characteristic, and to determine who controls an objective, you simply count up the total OC of all models within range. This small but impactful change breathes new life into basic troops – taking and holding ground is a newfound specialty and a clear key to victory.

Warriors that were previously categorised as Troops will generally have a higher OC than elite units – whose job is not to hold ground, but to strike and move on. Vehicles and Monsters also earn a more substantial OC, so Knights and the like can muscle smaller units off objectives.

This makes sense considering a Knight can just bully foot troops off an objective. However, we’re happy to see them keep troops with a higher OC score than some of the more elite faction choices. With that said, though, vehicles having a higher OC score will be able to move up and claim objectives easier than before.

How Does Leadership LD Work in 10th Edition Warhammer 40k?

Objective Control 10th Edition 40k 2

Leadership is much more impactful in the new edition. Your units’ morale is now gauged with a Battle-shock test. Many factors can force a unit to test for Battle-shock, including being below Half-strength during the Command Phase. Fail and they struggle to capture objectives, use Stratagems, or Fall Back from combat.

You’ll also notice that Leadership now counts upwards. Our Intercessor has LD 6+ – which is equivalent to his old value of 8.

It’s interesting that falling back from combat, and scoring objectives will now be harder if you fail an LD check. Now, you want to roll above your LD instead of below, and you’ll do it on two dice, bringing back an old school feel!

From this example, it would make sense for LD7 to now be a 7+, LD6 an 6+, and so on and so forth.

New Weapon Profiles in 10th Edition 40k

Objective Control 10th Edition 40k 3

Everything you need to take a shot or a swing at your enemies is now contained in an individual weapon profile – everything from Attacks to Weapon Skill to Damage is all in one place. This means that weapons like power fists, which used to need text to explain that they made things harder to hit, now have their own hit roll statistic.

Moreover, weapon profiles are tied to individual units – so a chainsword in the hands of a Space Marine is deadlier and easier to hit with than one held by a snivelling cultist.

This lets them take the same weapon and totally change their profile, so they can all have the same name and different profiles. This also means you don’t have to look around for weapon rules and such (as they mentioned the -1 to hit), so it seems like it should make the game flow pretty easily.

Objective Control 10th Edition 40k 4

The fundamental interactions haven’t changed – equal Strength and Toughness still means you wound on a roll of 4+, and so forth. It’s just that all of a weapon’s quirks are contained in its Core Abilities.

Many different effects are covered by Core Abilities, from classic weapon types like Assault and Rapid Fire to auto-hits from flame weapons. We’ll go into weapon rules more in an upcoming article.

They are really trying to tie things together with core rules, so we’ll have to see how it plays out.

How to Build Army Lists in 10th Edition Warhammer 40k: (March 30th, 2023)

Here’s how to make Warahmmer 40k Army lists straight from Warhammer Community.

how to build army lists 10th edition 40k

For the new edition, the rules team have tried to incentivise the use of a wider range of units by ensuring that each one has a cool, unique ability to bring to the field. Troops are no longer a tax you must pay to unlock the units you actually want to take – but you’ll absolutely still be seeing plenty of classic front line squads showing up on the field.

There are now three main army sizes: Incursion (1,000 points)Strike Force (2,000 points), and Onslaught (3,000 points). 500-point games are still perfectly possible, of course, but the Warhammer 40,000 Core Rules are optimised for slightly larger forces than that.

Power Levels are a thing of the past – points are now the order of the day.

We’re not sure how many people ever used power levels anyways, but nice to see it not in the game anymore. Other than that, it’s pretty similar from here other than two things. Instead of picking sub-factions, you pick detachments that will have different rules for them (much like sub-factions), and promoting your Warlord is kind of like giving them traits, but slightly different now…

Picking Detachments

how to build army lists 10th edition 40k 4

Here’s where the differences begin to show themselves. Instead of choosing a subfaction or constructing your own, you now choose a single set of Detachment rules for your whole army. These include special abilities, Enhancements, Stratagems, and unit restrictions. 

For instance, you might be playing as the Gladius Task Force of the Adeptus Astartes. Your faction gives you the Oath of Moment army rule (more on this next week!) while your Detachment gives you access to six unique Stratagems – on top of the core group in the main rules – as well as four exclusive Enhancements for your Space Marine characters. It also bags you the Combat Doctrines ability, which allows you to pick from three powerful doctrines during your Command phase.

If you chose to fight with a different Detachment, you’d replace the Strategems, Enhancements and Combat Doctrines with those of the new Detachment. 

Detachment choice will very rarely be tied to an army colour scheme. So while Ultramarines might be the theoretical and practical masters of the Gladius Task Force, other Chapters can use it too – and the same will be true of many other detachments as they are added into the game. This also means that you can try multiple Detachments with a single army. You are not going to be locked into a single Detachment just because you painted your army blue, or red, or yellow.

So, depending on your detachment, you will have a totally different set of rules to play with. They touched on this before and said all the different detachments would be at the start of the book, and most will fit on one or two pages.

While they showed this with Space Marines, basically every army has sub-factions, so we’ll have to see if they keep a bunch of them or cut them down to just a few per faction. Either way, without it being tied to a color scheme, you should be able to try out whichever ones you like the most.

Picking Units

how to build army lists 10th edition 40k 2

Using the Faction keyword you picked earlier, you now select the units you want to include in your army, with the following stipulations: 

  1. You must include at least one CHARACTER
  2. You can only include one of each named EPIC HERO
  3. You can only include up to three units of each datasheet
  4. However, you can include up to six units of each datasheet with the BATTLELINE or DEDICATED TRANSPORT keywords 
  5. Each CHARACTER can only have one Enhancement, you can’t include more than three Enhancements in total, and these must all be different.

And that’s it!

So, this is quite the change; you are good to go if you don’t have more than three of one unit (six for transports or Battleline units). This will really allow players to take a bunch of units they want.

Did you want your army to be three units of 10 bikers, go for it! Other than that, all you need is one character. The other difference is now you enhance your Warlord, but we’ll talk about that below. Lastly, it looks like they are keeping the troops somewhat alive with Battleline units, but now with the OC score, you don’t really need them to take objectives as much.

How to Build Army Lists in Warhammer 40k 10th Edition: The Warlord

how to build army lists 10th edition 40k 3

You now choose one CHARACTER as your leader. They gain the WARLORD keyword, and you’re ready to select your missions. There’s a real power in the simplicity of the new system. Now, no Detachment will ever need more than a couple of pages to cover all its unique rules and restrictions, meaning there will never again be any need to waste time flicking through codex pages to find the right rule.

They didn’t go too much into the enhancement part, but we assume it will be pretty similar to Warlord traits currently, but it feels like you’ll only be able to pick one regardless…

What Will Happen To Codex Books In 10th Edition Warhammer 40k: (March 28th, 2023)

10th edition Tyranids 7

The Design Studio has taken a long, hard look at the state of the game. The core rules that underpin Warhammer 40,000 are strong, but in their review, they found many opportunities for streamlining the system, fixing rules that didn’t quite sit right, and numerous other ‘quality-of-life’ changes. 

As they said multiple times, the new edition aims to simplify and streamline a lot of the clutter surrounding rules. With this reveal, they reiterated that idea further.

9th edition codexes

Those sticky complexities have now been smoothed out, and without losing any of the game’s depth. These much-needed simplifications are substantial enough that, from a rules perspective at least, every ninth edition codex has been rendered obsolete. That’s not to say they’re useless – they’re still bursting with the lore, history, and short stories that define each faction, and until new codexes emerge over the course of the new edition, these books will still be the main repository of the knowledge you need.

While it sounds rough, “rendered obsolete,” it does make sense. The overhaul they are talking about seems to be all-encompassing, and trying to tie in or errata all the current rules just isn’t worth it and would be confusing for players anyways.

9th edition datacards

The associated packs of datacards are also obsolete. One of the main vectors for streamlining armies has been to heavily reduce the numbers of Stratagems available to each faction. Gone are the days of shuffling through 50 cards to find the right ability – each army now has a lean list of them included on the double-page spread that defines them.

With the band-aid ripped off, datacards containing the rules from the codexes will also be unusable.

You will nevertheless be able to play your chosen army as soon as the new edition lands. We are releasing revamped, restatted, and reconsidered datasheets for every single unit in the game – all free to download at launch and ready to go. You’ll also be able to buy inexpensive packs of these cards at launch.

TEXT-Sucrose-Horizontal-banner-MTO-Mystery-box

However, to ease the pain a bit, all factions will be getting a sort of Index set of rules for free online on day 1!

Arks Of Omen

Boarding Actions, on the other hand, are still going strong. The core rules in Arks of Omen: Abaddon were specifically written to work with the new edition, and the book will remain available for the foreseeable future. All you need to play this tight and tense format of Warhammer 40,000, is this book, the book that contains your own faction rules, and a set of terrain.

The last tidbit they gave us was regarding the Arks of Omen series, and thankfully these recent books and their rules were made to continue working into the 10th edition… Thank the Emperor for that, at least.

Retailer Q&A for 10th Edition Warhammer 40k (March 27th, 2023)

Games Workshop sent out a retailer Q&A over the weekend to retailers to update them on the edition change.

10th edition 40k announced 5

Why have you made a new edition?
We are always looking to make our games the best they can be.
A new edition allows us to make improvements right across the game that impacts every army. It also allows us to explore more of the rich setting of the universe of Warhammer 40,000 with a refocus on a new region of the galaxy.

Can customers still use their current armies to play?
Yes, current armies and miniatures will still be usable in the new edition of Warhammer 40,000.

What happens to codexes and expansions?
The rules in the current range of codexes are not compatible with the new edition, so they will be retired. Rules for every army and unit will be free at launch of the new edition.
The recent Arks of Omen books and the Boarding Patrol rules ARE supported in the new edition.

What new models are on the way?
The vast majority of the 40k range will stay the same. Space Marines and Tyranid fans can look forward to a swathe of new and updated units.
Your Account Manager will contact you at the appropriate time to discuss any changes to your ranges.

What happens to Kill Team?
Nothing. Kill Team is its own rules set, so it isn’t affected by changes to the main Warhammer 40,000 game.

Will the ‘core’ rules still be available for free?
Yes. The core rules for the game will be free.
At launch, datasheets and army rules for every unit in Warhammer 40,000 will also be free.

What languages will the new Warhammer 40,000 be launched in?
The new Warhammer 40,000 Rulebook will be available in full in English and French.

Nothing too crazy here or different from the other FAQ but the only mention of new models is for Nids and Space Marines. It does look like the Boarding Patrols and Arks of Omen will stay, though. Maybe the most significant thing is French, and English will be the only available languages at the start for the rules.

However, keep in mind that this was the email to North American Retailers so it’s possible there will be other language translations.

A Chat With The Developers of Warhammer 40k 10th Edition (March 27th, 2023)

This video was posted on Warhammer Community, but not on their YouTube channel as of this writing.

Here are some highlights from the chat as WHC didn’t provide many talking points…

  • Rules not being all over the place, this seemed to be a primary focus, so you don’t have to search all over the codex for rules. You will have a detachment sheet at the front and then just refer to the datasheets for almost all the other rules.
  • They tried to make stratagems more reactive (in the opponent’s phase) and fewer of them overall. Maybe a one-time use for something really thematic, but not as many gotcha moments with stratagems. 
  • There will be fewer decisions before the game (such as rules and which sub-faction), and you unlock a pre-set of rules depending on what you pick. It looks like there will still be sub-factions, just each will have a smaller impact. 
  • They simplified the turn structure and added a bunch of universal special rules put back into the game with a common language for the community.
  • Took out rules that don’t necessarily need to be there, core rules very streamlined, and rewrote all datasheets.
  • Combating new rule bloat, instead of writing rules on top of rules they will just make changes in the datasheet,
  • Taking out “Gotcha mechanics” such as over-buffing a single unit, tons of stratagems to buff one thing, and fewer rules overall will reduce the gotcha feel. 
  • Lastly, they really tried to make the barrier to entry easier, especially in terms of rules.

GW Previews 10th Edition Warhammer 40k Rules Changes: (March 22nd, 2023)

10th edition 40k announced 4

On the first day of the new edition, the rules for every datasheet in 40k will be free to download, or available to buy as convenient and portable card decks. Even your faction and army rules now take up just a couple of pages.

Well, GW is keeping to the 3-year cycle for editions. So, this means new core rules, models, and from the sounds of it, free rules! We have been asking for free rules for a long time, but they won’t stay around for the entire edition; just the index will be free…

Codexes will return in time to replace the free rules, but when they do the complexity of the game won’t increase, thanks to a one-in-one-out ethos for army and sub-faction rules. Effectively, you will only ever need your unit datasheets, the two pages of rules that govern your chosen army (available in your codex, on cards, or digitally), plus the core rules and whatever mission you’re playing.

Oh well, at least we’ll have free rules for a little now.

10th Edition 40kThey showed off a new datasheet, and they said everything will always fit on one card and the rules for each army will be significantly streamlined.

10th edition 40k announced

Army selection is equally straightforward: pick a faction, a warlord, and the units you like (just no more than three of any one type*), and stay within your points limit. That’s it!

You no longer have to fit your army into a force organisation chart, or compromise on the army you really want. It’s a simple and liberating system, and opens the door to all kinds of fun, thematic or unusual armies.

On the rules side of things, they say everything will be simplified, and less dense. So, there will be less redundancy, and everything will be put in smaller books.

Basically, everything will be one page now, what a refreshing concept!

10th edition 40k announced 3From the sounds of it, there will also be fewer stratagems, sub-factions, and Warlord traits.

Sub-factions will take over the initial rules; basically, everything will be on one page.  Every army will only have six army-specific stratagems, along with a list of common stratagems that every army can use (which is more than the current list) and there will also be fewer CP.

All the index rules will be free on day one, along with points. You can buy data cards, but the rules themselves will be free.

10th edition 40k announced 2The Psychic Phase will be gone; morale will be moved into the command phase (and now you can’t just straight up lose models now), there will be a battle shock phase, and psychic powers are now put into datasheets and not separate phases.

Changed Datasheets

10th edition 40k announced 5The datasheets look a lot different, but Toughness seems to be staying in the game despite the rumors otherwise!

Building armies is much simpler as well, very similar to the Arks of Omen detachments. As you can also see, they have an OC number, which means how good they are at grabbing objectives.

So, a Knight is going to have a much more significant OC number than the Termagants. They also mention general lethality is down, the cover is going to work differently, AP is going to be rarer, and there is going to be a bigger stratification in Toughness.

They even mentioned some vehicles have Toughness over 11.

10th edition 40k announced 6Last but not least, they said Boarding Patrols will still be in the game, and Combat Patrols will actually be able to play against each other with preset lists (whatever comes in the box).

10th Edition Warhammer 40k Trailer Reveals New Space Marines & Tyranids Miniatures: (March 22nd, 2023)

First off, if you haven’t watched the video above, you should! It’s intense! We’ve also included some of our favorite stills below, but there are tons of potential teases for new models packed into the trailer, so see what you can notice!

What we saw included potential new models for a Terminator Librarian, a new Redemptor Dreadnought, a new Infiltrator-like troop, a new Tyranid Psyker, and potentially a rework of the classic Screamer Killer Carnifex with bioplasma attack.

Plus what looked to be even more new Tyranids as well!  We are sure there might even be more new models hidden in plain sight after the community takes its time to dive into the frames!

New Terminators

 

Space hulk new 2

 

Space Hulk

Plus, we got a look at two new confirmed models right off the bat!

GW Previews New 10th Edition Terminators & Termagants Miniatures

New Terminators 4

Leading the assault are the much-improved new Space Marine Terminators. These juggernauts of death have been rescaled and resculpted to look as imposing as the lore demands. If Tyranids could feel fear… they would fear these guys.

As one of the most iconic, popular, and well-loved models, new Terminators will go a long way! This will significantly impact the look and feel of Warhammer 40k on tabletop since tons of people will be using them!

New Terminators 5

Here we can see the scale of the updated Terminator next to a Primaris marine and the older terminator. A bulkier, more intimidating model is a perfect fit for these durable threats.

New Tyranids Termagants Miniatures

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What would a Tyranid army be without its swarm of lesser creatures though? Even the humble Termagant is getting quite the glow-up

If you want to get an idea of what else might be included in the new edition’s launch set, we suggest you go back and watch that awesome cinematic again… 

Of course, just like the Terminator, players of Tyranids will love this new model update, as they are a vital part of the Tyranid lineup! Not to mention the Tyranids will clearly be getting tons of new models, just like the Necrons did on the last edition’s release!

New tyranids 4

Here again, we see a size comparison, with the new model keeping very close to the original design, except getting much more detailed and slightly larger!

Lots more previews and teasers are on the way as we head into summer and the official launch of the new edition!

GW Confirms 10th Edition Warhammer 40k Starter Set & Rumors: (March 12th, 2023)

Warhammer Community posted up this teaser image with the following caption.

What could this mean?

We’re not sure, but we’re excited…

10th edition starter set rumors warhammer 40k games workshop

So right off the bat, you can see what appears to be a Space Marine Terminator in the eye of some sort of Tyrnaids organism.

If you have been following the rumors, that we will recap below, these are supposedly the contents of the new Warhammer 40k starter box for 10th Edition.

Furthermore, you may notice the “scarlet” stripe is missing from the Warhammer 40k logo that appeared in for 9th Edition. That may be a clear indication that this teaser is for a new edition of the game.

The right shoulder pad of the Terminator also appears to be slightly different, but it could just be artistic liberty as well.

9th warhammer 40k banner

9th Edition Warhammer 40k Logo

10th edition warhammer 40k logo

10th Edition Warhammer 40k logo- no scarlet stripe?

The logo in the teaser video did, however, include the “scarlet” stripe in contrast to the logo in their teaser image.

 

 

Check out the latest Warhammer 40k rumors for the rest of the 9th and even 10th Edition, new releases, and more!

Here’s the most up-to-date list of new Games Workshop bits from preview models that we should watch out for. Click on the gallery above to see dozens of Rumor Engines with new models still left to be revealed!

    All the Latest Warhammer Rules & Model Rumors

    What codex book releases do you think will be coming next before 10th Edition Warhammer 40k? 

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    About the Author: Travis Pasch