Your guide to how to play 10th Edition Warhammer 40k, including the latest new rules updates, core rules, and codex books explained for beginners.
Updated February 18th, 2025, by Rob Baer. This post has been updated with the latest codex releases, relevant information, and links.
The battlefield has shifted, and if you want to keep up, it’s time to learn what’s changed. Warhammer 40k’s 10th Edition isn’t just a fresh coat of paint—it’s a full tactical overhaul. Whether you’re building your first army or adjusting your old list to match the latest codex rules, knowing what’s new can mean the difference between a glorious victory and a crushing defeat.
This guide breaks down the biggest updates, from revamped Warhammer 40k core rules to the latest codex changes. No fluff, no filler—just straight-to-the-point explanations to get you rolling dice and claiming objectives faster. Let’s get to it!
Getting Started with Warhammer 40k 10th Edition
Get ready to roll dice and wage war in Warhammer 40k 10th Edition with our no-nonsense how-to-play guides! Whether you’ve been commanding armies for years or just getting started, we’ve got the tips and tricks to help you hit the ground running
How To Play Advice For Beginners
Warhammer 40k is an immersive tabletop wargame that has captivated players for decades. As a beginner stepping into the vast universe of the 41st millennium with 10th Edition, it’s natural to feel overwhelmed when learning how to play. But fear not, for with the right guidance, you can start your epic journey filled with strategy, lore, and endless battles. Here are some essential tips to get you started on your Warhammer 40k adventure:
- Choose Your Faction Wisely: Each faction in Warhammer 40k has its own unique playstyle, strengths, and weaknesses. Take your time to research and explore the lore behind each faction before committing. Whether you’re drawn to the righteous Space Marines, the cunning Eldar, or the relentless Orks, find the faction that resonates with you both aesthetically and strategically.
- Start Small: Building and painting your army is a significant aspect of the Warhammer 40k experience. However, resist the urge to assemble a massive force right away. Begin with a small, manageable army to learn the rules and mechanics of the game. As you gain experience, you can expand your collection. Especially with the new Combat Patrol game version, you can get a single box, paint it up, and play games without having a full 2,000-point army.
- Learn the Rules: Warhammer 40k has intricate rules governing movement, shooting, combat, and more. While it may seem daunting at first, take the time to read through the rulebook carefully. You can also find tutorials and guides online, and don’t hesitate to ask more experienced players for clarification.
- Use online resources like the 40k App or Wahapedia to stay up to date with the rules.
- Practice, Practice, Practice: Like any skill, mastering Warhammer 40k requires practice (even the core rules take some work). Start by playing small, friendly games with fellow beginners or experienced players who are willing to offer guidance. Don’t be discouraged by losses; instead, view them as opportunities to learn and improve.
- Immerse Yourself in the Lore: The Warhammer 40k universe is rich with lore and storytelling. Getinto novels, codexes, and online resources to learn more about the factions, characters, and events that shape this grimdark setting. Understanding the lore can enhance your appreciation of the game and inspire your army’s narrative.
- Have Fun!: Above all, remember that Warhammer 40k is a game meant to be enjoyed. Embrace the camaraderie of the community, unleash your creativity in painting your miniatures, and revel in the thrill of epic battles across the galaxy.
If you want to see what sort of starter sets are available, you can see all of the Combat Patrols here and check out all the starter sets for the edition!
Index Cards vs. Codexes
While Index Cards offer immediate access to faction rules, Codexes provide more comprehensive updates, including unit datasheets, detachments, and lore. We’re breaking down the shift from Indexes to Codexes and taking a look at which factions have already gotten their hands on their shiny new 10th Edition rulebooks.
Index Rules by Faction
Click any of the links below to read about the factions’ rules and everything you need to know to play them! Some of these factions have codex books now, which we will talk about in the next section.
Codex Release Roadmap for 10th Edition 40k
Great news! You won’t have to wait for your Codex to start playing. Every faction will receive a comprehensive set of Index Cards that contain datacards for each unit currently available (and the Warhammer 40k core rules for free as well), along with their own Detachment rules, Stratagems, and Enhancements. You can click any of the links above to get the cards. However, there are still legends units, and you can get rules for them below.
- Warhammer 40k 10th Edition Index Card Rules
- Forge World Index Cards Downloads: 10th Edition 40k Rules
- Legends Index Cards: Warhammer 40k 10th Edition Rules
- Horus Heresy Legends Index Cards Downloads: 10th Edition 40k Rules
- Perfect Fit: Re-Formatted 10th Edition 40k Index Cards for Hassle-Free Printing
Warhammer 40k Armies With Codexes So Far
At the time of writing this, over half of the codex books have been released, with many more on the horizon. Here are the codexes released so far. You can click any of the links below to see how to play the armies and learn about their rules.
- Space Marines
- Tyranids
- Necrons
- Adeptus Mechanicus
- Dark Angels (supplement)
- Tau
- Adeptus Custodes
- Orks
- Chaos Space Marines
- Adepta Sorotias
- Genstealer Cults
- Imperial Agents
- Blood Angels
- Imperial Guard/Astra Militarum
- Aeldari
Introduction to Warhammer 40k
Games Workshop has shaken up Warhammer 40k again, bringing in core rules, codexes, miniatures, and a smoother way to wage war on the tabletop. Stat blocks are trimmed down, special abilities actually make sense at a glance, and terrain rules won’t have you flipping through pages mid-battle.
This article breaks down everything worth knowing about 10th Edition—mechanics, faction updates, and what’s next on the release schedule. Whether you march for the Imperium, swear allegiance to Chaos, or just want to smash everything with Xenos firepower, this is your guide to conquering the 41st millennium. Now, let’s get to the good stuff!
Warhammer 40k 10th Edition Core Rules:
Warhammer Community is handing out the 10th Edition core rules for free, and we’ve got them right here for you. Knowing how these mechanics work is the key to crushing your enemies, whether you’re a battle-hardened commander or just getting started. Detachments, stratagems, unit abilities—it’s all here, and it’s all essential.
You can grab the full 62-page rulebook today, giving you a head start on sorting out the difference between the Movement Phase and the Command Phase before the official release later this month.
Key Features of 10th Edition
The new rules break down into about nine main sections, each packed with its own tactical quirks. They cover everything from building your army to playing a full game, with plenty of updates along the way. We’ve put together detailed articles covering each part, so you don’t have to piece it all together yourself.
Check out the links below to read up on each section, or stick around as we go through the biggest changes you need to know.
- Core Rules: Command Phase & Battle Shock Tests
- Core Rules: Movement & Reinforcements
- Core Rules: Shooting. Lone Operative, Stealth, Big Guns Never Tire
- Core Rules: Charge & Fight Phases
- Core Rules: Weapons & Deployment
- Core Rules: Reserves & Stratagems
- Core Rules: Transports & Aircraft
- Core Rules: Terrain Features & Cover
- Core Rules: Muster Your Army & Missions
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!
How to play 10th Edition 40k Core Rules Concepts
Looks like we’ve got ourselves a table of contents! There are a fair number of pages to flip through, but nothing overwhelming. One handy thing to note—whether you’re using the core rulebook or the Leviathan box version, the page numbers will match across the board. No more cross-referencing different editions just to find the same rule.
Nothing wild going on here, just a solid breakdown of what all the fancy words actually mean when it comes to your army. A little clarity never hurts.
Command Phase & Battle Shock Tests
This picture comes from Warhammer Community.
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.
Both 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. There is more to the Command Phase than this, so go check out all the rules here.
10th Edition 40k Core Rules: The Battle Round & Movement
While the phases have undergone some significant changes, the movement phase still takes place simultaneously, and you now have a specific reserve step. You 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. Movement is pretty in-depth in 10th Edition 40k, so go check out all the how to play rules here.
Shooting Phase
You still have to declare which models/guns are shooting at what before you resolve any attacks, so nothing too different from before. Overall, this edition’s shooting phase is pretty straightforward, and there are not too many abilities to worry about. Read about the phase, including how to make shots, special rules, and everything else, right here!
Charge & Fight Phases
You still charge 2d6″, have to move within engagement range of only units you are charging, stay in coherency, can still declare against more than one unit, and don’t need line of sight. Check out all the rules for charging and combat phases here!
Visibility
The visibility is pretty simple; if you can see some of the models, you can shoot at them.
Muster Your Army & Missions
It’s nothing too wild to start, as 1,000 to 3,000-point games are pretty standard, but there will also be a Combat Patrol style game type. Just keep in mind when you build your army, you must pick a keyword faction for your entire army. From 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). Read all about mustering your army here!
Warhammer 40k Missions
Well, 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).
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, remember that if you have a higher combined OC, you can control the objective. Read all about how to play 10th Edition missions here!
Terrain Features & Cover Rules
Now, if you are on 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.
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. There are many terrain rules for different types of terrain; check out all of the rules here!
10th Edition 40k Core Rules: Transports & Aircraft
To 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. There are a lot of rules for transports, so go check out all those rules here!
Core Rules: Aircraft
Maybe the biggest change off the bat is that 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. There is plenty more to flyers, which you can check out here!
Reinforcements & Falling Back
This “sub-phase” occurs after movement. Once you have set up your reinforcements, the movement phase is over. However, you can still deploy reserves, shoot with them, and charge.
When 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. Read all about reinforcements and falling back from combat in our guide.
Weapons & Special Rules
This picture comes from Warhammer Community.
In the previous edition, weapons were divided into different categories such as Heavy, Rapid Fire, Assault, etc. However, in the new edition, these categories have been transformed into weapon abilities. This alteration enables firearms to exhibit a wider range of behaviors without complicating the learning process with additional rules.
For instance, a bolt rifle may possess both Assault and Heavy abilities, granting it the capability to be fired while on the move or steadied for increased accuracy as required. There are a bunch of universal weapon rules, read about all of them here!
40k Deployment Abilities
Deep 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 begins, so if you can get lucky on that first roll, you can have a unit ready to charge on turn one! This is just one of the deployment rules available, check out everything you can do in deployment here!
Reserves Rules
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. Read all about reserves and deep strike here!
Stratagems
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! Command Re-roll makes an iconic return of the first three, as the #1 stratagem that we all probably use every game. However, there are still a ton of universal stratagems you can use for every army in the game. Read about all of them here!
FREE Download 10th Edition Warhammer 40k Core Rules PDF
Balance Dataslates
GW does quarterly updates to the game to maintain balance. They NERF the top armies and buff the bottom armies. However, they have recently announced that they will only release actual Dataslates twice a year, with points updates quarterly. This approach helps GW keep the game fresh and the meta fairly balanced, especially considering that editions last about three years.
Their goal is to ensure that every faction has a win rate between 45% and 55%, and these updates help keep all the factions within that range. Read all the latest changes to armies with the most recent Dataslate here!
10th Editions GW FAQs
Frequently Asked Questions (FAQs) serve as Games Workshop’s method of rectifying errors, ensuring army balance, and enhancing comprehension. The onset of the 10th Edition Warhammer 40k has been marked by a flurry of FAQs addressing how to play the core rules, army regulations, and codices.
Nonetheless, the presence of FAQs to uphold equilibrium is far more favorable than stagnation with no alterations at all. They release monthly FAQs, so check out all the changes here!
Lore in the new Edition
Warhammer 40k 10th Edition shakes things up in all the right ways—streamlining gameplay without losing the tactical depth that keeps battles interesting. It’s faster, smoother, and still packed with the kind of strategy that makes every decision matter.
Continuation From Previous Editions
The story didn’t hit pause just because the rules got an update. The Lion has returned to rally the Dark Angels, Leviathan’s swarm is creeping ever closer to Terra, Vashtorr has his sights set on Caliban, and the Silent King is still very much in play.
New codex releases will keep adding more layers to the lore, but the major events from 9th Edition still cast a long shadow over the state of the galaxy—and they’ll play a big role in how the game unfolds in 10th.
Influence on Gameplay
The biggest difference is probably the introduction of The Lion and Vashtorr. Generally, the lore doesn’t make huge changes to the actual gameplay, but this time around, GW had a huge Leviathan campaign worldwide.
The battle for Oghram campaign kicked off on June 26th, 2023, and players had 13 days to rally their army and log their first battle in the new edition. Whether you claim a glorious victory or suffer a brutal defeat, games will helped shape the fate of the world—will it stand strong against the xenos threat or get swallowed whole by Hive Fleet Leviathan? Time to find out.
The Battle for Oghram campaign ended in the summer of 2023, and the new Tyranids won with a very slight advantage, which means they pushed ever closer to Terra! Everyone in the world had a chance to log some games, and while the Nids won, the new Space Marines were nowhere near routed.
Game Review: Is 10th Edition Good?
Before jumping in, it’s worth figuring out if learning 10th Edition is a good investment of your time and effort. We’ll break down what works, what doesn’t, and how the game’s accessibility, balance, and post-launch updates have shaped the experience.
How It Stacks Up Against Previous Editions
This edition shakes things up with universal rules that are easier to follow, streamlined datasheets, and terrain mechanics that don’t require flipping through a rulebook mid-game. Every army got a complete overhaul—making gameplay smoother, scoring more refined, and morale mechanics more impactful. Tanks are tougher, but weapons have gotten a serious firepower boost, breaking past the old Strength 10 limit.
Not everyone is thrilled with the changes, but the overall pacing is faster, and the rules are far more approachable. Balance was a bit shaky at launch, with some armies dominating, but new codexes and Dataslates have helped level the playing field. While 9th Edition had its fans, 10th brings a fresh approach that’s well worth checking out.
How Easy Is It for New Players?
The rules are far less intimidating, especially when it comes to terrain, but there’s still plenty of depth for players who love strategic play. Datasheets are much easier to read, so you can tell at a glance what each unit does without needing an encyclopedia. Army building is also more straightforward, meaning newcomers don’t have to stress over minor weapon costs before hitting the table.
Combat Patrol is a great way to jump in, letting new players start playing with just a single box. Overall, it’s never been easier to learn the basics and get rolling.
Game Balance & Updates
We’ve covered the latest Dataslate changes and the current meta above, but Games Workshop has been putting in work to keep things balanced (and even a few core rules changes for Warhammer 40k). Their goal is to keep every faction within a 45%-55% win rate, and while a few outliers exist, most armies are sitting in a competitive range. Balance updates tend to roll out every quarter, so expect ongoing tweaks as the edition matures.
Release Date & Starter Sets
Exploring the release timeline and familiarizing yourself with the various starter sets is crucial as you begin your Warhammer 40k adventure. We’ll cover the big starter set releases and what armies have received.
Release Details & Timeline
- Release Date Warhammer 40k 10th Edition Rulebook: The release of the core rulebook marks the beginning of the 10th Edition era. It includes updated rules for gameplay, army building, and narrative scenarios. The core rulebook launched on June 24th, 2023.
- Starter Set Release: Leviathan was the big starter set for 10th Edition, pitting the Space Marines against the Tyranids. It was also released in late June 2023. We’ll have a breakdown of the box below, but it was great value for players.
- Faction Codex Releases and Starters: Following the launch, Games Workshop releases updated codexes for each faction in the game. These codexes provide detailed rules, background lore, and army-building options for each faction. Each codex release is accompanied by a wave of new miniatures and model updates. So far, in this edition, Dark Angels got a big starter with tons of brand-new models, followed by the Tau, which received a huge starter set full of new Kroot models. Then, the other codexes received a Battleforce (for most factions), a new Combat Patrol, and at least one new character. Most recently, Chaos Space Marines received two Battleforces alongside their codex in May 2024.
10th Edition 40k Leviathan Starter Box: $250
On one side, you’ve got 25 elite, battle-hardened Space Marines—the Imperium’s finest, ready to stand against the worst the galaxy can throw at them. On the other, a ravenous swarm of 47 Tyranids, driven by an insatiable hunger to strip entire worlds down to the last scrap of biomass. It’s a classic showdown: an unstoppable force meets an immovable object, and only one side is walking away from this fight.
This starter had some of the most value seen in a box in a long time! If you managed to pick up a Leviathan box, you really saved a lot of cash. This box featured the Tyranids and the Space Marines, with basically all new sculpts. If you want to see the full value breakdown and everything included, check it out here!
Deathwing Assault (February 2024)
The Deathwing Assault army box includes Belial himself, five Deathwing Knights, 10 Terminators, two complete sets of Dark Angels upgrades, dataslate cards, and the full codex supplement with a cover exclusive to this set. This set offers a wealth of elite assault troops all packed into one box, making it an excellent starting point for anyone looking to build their own Dark Angels army.
Plus, it was the first place you could get hold of the exclusive content. If you want to see everything included and the full value breakdown, check it out here!
Kroot Hunting Pack (April 2024)
The T’au Empire is known for its futuristic warfare and tactical ranged assaults. However, the Kroot Hunting Pack brings a different aspect of military might to complement the T’au’s advanced tactics with raw, primal strength.
The Kroot have been integral allies of the T’au Empire, embodying the essence of versatility and adaptability since their first introduction. With the 10th Edition Warhammer 40k Codex: T’au Empire, the Kroot’s role will expand even more, showcased first in this exclusive box set.
This set unveils new Kroot miniatures while celebrating their lore and battlefield prowess dating back to the first Tau Codex in 2003. Check out the value and everything this box scores you here!
Frequently Asked Questions For Warhammer 40k
Is Warhammer 40k 10th Edition Suitable For Beginners?
Warhammer 40k 10th Edition is suitable for beginners to learn how to play, especially with the streamlined core rules and starter sets available. However, it still has a learning curve due to its depth and complexity. Beginners may find it helpful to start with smaller games and gradually learn the rules and strategies as they go along.
How Often Are Codexes Released For Different Factions?
The release of codices varies depending on the faction and the current state of the game. Generally, these publications are issued approximately every other month. However, due to the large number of factions, some will inevitably be released later in an edition. It is important to note that every faction will receive a codex in each edition.
Are There Any Major Changes to Gameplay in 10th Edition?
In the latest Warhammer 40k edition, significant changes have been made to streamline universal rules, core rules, simplify datasheets, and overhaul terrain mechanics. Every army’s rules have been completely revamped, resulting in simpler gameplay, revised scoring mechanics, and a new morale system. Tanks are now much more resilient, but weaponry has also become more potent, surpassing the previous Strength limit of ten.
While some players have expressed dissatisfaction with the changes, the game now offers faster-paced gameplay and rules that are more accessible to new players. Overall, the game is moving towards greater balance. Initially, the strength of armies varied widely, but recent codexes and Dataslates have contributed to a more equitable playing field.
What Resources Are Available For Learning the Rules of 10th Edition?
Warhammer 40k provides a wealth of resources to help newcomers learn the game’s rules, including official rulebooks, starter sets, tutorials, forums, and community-generated content. In addition, local game stores frequently organize introductory sessions and events where beginners can receive guidance and tips from experienced players.
Is the lore in 10th Edition interconnected with previous editions?
Yes, the lore in Warhammer 40k is deeply interconnected across editions. While new editions may introduce new storylines, characters, and events, they typically build upon the existing lore rather than starting anew. The rich history and expansive universe of Warhammer 40k are integral to its appeal, and each edition adds depth to the ongoing narrative.
Final Thoughts on Learning How To Play 10th Edition Warhammer 40k Rules
So that’s the lowdown on the latest and greatest in Warhammer 40k 10th Edition and the new core rules! Whether you’re a veteran wargamer or a fresh recruit to the tabletop, it’s clear that this edition is bringing some exciting changes to the table. From streamlined rules to reimagined phases, there’s a whole lot to unpack here.
All the Latest Warhammer News & Model Rumors
What do you think about the 10th Edition Warhammer 40k core rules and how to play so far?