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New Updated Movement & Reinforcements Rules for 10th Edition 40k

new-10th-edition-40k-rules-warhammerHere are the new movement phase and reinforcements rules for Warhammer 40k 10th Edition that have been spotted in the core rulebook!

With the new edition dropping in June, it was only a matter of time before we saw some leaks hit the internet. It’s always nice to get a sneak peek into the rules, and these look like they are taken from the book, but with any leaks, nothing is 100% until GW reveals it.

Click the links below for the latest on 10th Edition Warhammer 40k and the full articles!

Now, let’s jump into the new rules!

10th Edition 40k Core Rules: Movement & Reinforcements

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

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.

10th Edition 40k Movement Rules10th Edition 40k Movement Rules 2You 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.

10th Edition 40k Movement Rules 3Advance moves still add a d6 to the movement, and you cannot charge or shoot (unless you have a special rule).

10th Edition 40k Movement Rules 4Falling 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!

10th Edition 40k Movement Rules 5This 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

10th Edition 40k Movement Rules 6You 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.

10th Edition 40k Movement Rules 7Flying 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

10th Edition 40k Movement Rules 8

10th Edition 40k Movement Rules 9This “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.

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 to be revealed!

    All the Latest Warhammer Rules & Model Rumors

    What do you think about the new Warhammer 40k 10th Edition core rules?

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    About the Author: Travis Pasch