Here’s the latest 10th Edition FAQ, errata, and the Designer’s Commentary updates and changes for Warhammer 40k!
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.
Players have been complaining about some of the datasheets and rules, but from the looks of it, GW is willing to make the necessary changes. They have already made some datasheet tweaks and now have a ton of clarification on the core rules.
However, this isn’t anything out of the ordinary for a new edition. If you remember, at the start of 9th, they had two FAQs within two weeks of that edition dropping.
Either way, it’s better to get some clarification before playing any games, but don’t expect the FAQs for 10th to end here, even for the core rules…
The good thing about them having all the cards for free right now is they already changed them in the PDF download sheets. However, if you bought the physical cards or want to know what’s changed, this errata change log makes it much more manageable.
GW Releases New “Beta” 10th Edition Warhammer 40k FAQ: (October 31st, 2023)
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.
Starting 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.
It 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.
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.
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…
Aeldari 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.
The 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!
Imperial 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
There were two small changes. First, you always measure the closest part of a vehicle for everything.
Then, 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!
Click Here For The September 2023 Warhammer 40k Munitorium Field Manual 1.3 Points Changes
In this post article, 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!
10th Edition Warhammer 40k Index Card Errata 1.2: (July, 26th 2023)
The free Warhammer 40k 10th Edition Index Card Errata 1.2 download comes from Warhammer Community.
The good thing is they already updated the 40k app, meaning if you go through and update it, these should all be in there.
They also released a document of all the changes, so you can see all the changes quickly, which we have also summarized below:
Well, something you’ll see a lot in this is adding close combat weapons to profiles and adding firing deck 2 to all kinds of Rhinos. So we won’t really mention them going forward.
Ad Mech, Custodes, and Sisters also really don’t get any major changes.
However, Aeldari gets maybe the most changes. This is just the tip of the iceberg with Reaper Launcher going to damage 1, Autarch’s wargear changes, and added CC weapons.
Solitaires get a slight change to their blitz, Spiritseers can only return models on your command phase, and Wave Serpents get two shots with the Starcannon and can only do the once-per-battle ability in your shooting phase now.
The Sword Brethren number was changed to be correct; they added a bunch of keywords, and any number of Neophytes can now change their weaponry.
CSM had a lot of little issues with profiles. Hopefully, this clears most of them up and giving the Terminators the correct Invulnerable is a good thing.
Death Guard also got a lot of changes to wording and keywords, but also gave the Daemon Prince deepstrike, as it should.
Well, the Knights get some big hits, with now only receiving a single hit re-roll and wound re-roll “officially.”
However, with the Code Chivalric bonus, they can exceed the max CP per round gained.
The GSC rule needed some clarifications, so it’s good they did it. Then, Grey Knights get some corrected movements. Gravatic Pulse isn’t useful if you go second, at least how they worded this; it means if you go second, and the turn ends when your opponent goes to move, they are not impeded.
Orks and Space Marines had a lot of typos, so they have a lot of changes, but almost all are corrections.
As we said, there are a lot of issues with the options…
Wolf Guard can take one storm shield, and the venerable dread has its profile updated to be correct.
Tau gets a ton of AP changes, weapon options, and Stealth Suit changes.
Last but not least, the T Sons get some keyword changes, along with correcting their weapon profiles.
Click Here to Download all the Changes!
Overall the Warhammer 40k 10th Edition Index Card 1.2 Errata seems to focus more on NERFs than buffs, meaning the lower-tier armies should be intrinsically a little better.
All The Free Warhammer 40k 10th Edition Index Card Updates: (June, 30th 2023)
The new free Warhammer 40k 10th edition index card updates and errata come from Warhammer Community.
If you picked up a convenient deck of printed Index cards for your army, you’ll also want a quick read of this download. It’s the errata for the decks, to bring them in line with the digital versions you can find in the 40k app and the digital Indexes, covering a handful of known errors on the cards.
As we said, if you just use the cards online or the app, they are already changed. However, if you bought the card packs, you’ll need to make these changes.
Nothing too crazy here, and mainly some keywords and unit composition.
Chaos gets the most changes with weapons, and tons of weapon choices, and Chaos Terminators go to a 4+ invulnerable save. Then, all the Krak grenades are going to AP-2.
We’re also expecting a wider errata for all the new game content later in July. With 1,000 or more units and hundreds of pages of brand-new rules across 24 factions now in the wild, and thousands of games already played globally, a few more odd typos and niche interactions have been spotted, and we’d like to get them cleared up.
While there are some changes to profiles here, it looks like July will be the time for significant changes to the rules. Still, there are some big changes here, with the Venerable Dreadnought getting some profile changes and Temporal Surge not allowing for charges if you did it this turn.
Click Here to Download the Changes!
Orks get blast taken away, Morkanaut can no longer transport Ghazghkull, and some keywords are added in. Hellblasters removing Hazardous is huge, as they can’t blow themselves up now from the looks of it!
10th Edition Warhammer 40k Rules FAQ & Designer’s Commentary: (June 16th, 2023)
The Warhammer 40k 10th Edition FAQ and Designer’s Commentary is from Warhammer Community and can be downloaded here.
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.
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.
Big 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.
The 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.
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.
So, even though he’s technically further away from the model actually to charge, for deep striking, you always measure horizontally and not diagonally.
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.
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.
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.
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.
Visibility is pretty similar; if you can see any part of a model or unit, you can shoot at them.
Nothing too crazy, but having even one model in the feature counts as within, but not wholly within.
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 Warhammer 40k Gets Its First FAQ
This brief FAQ correction comes from the Imperium Factions Warhammer Community post.
Note: There’s also a very slight update to the Deathwatch datasheets posted earlier this week. After field tests, our resident tech-magos deemed Hellfire Rounds to be a little too dangerous on certain units, so that Stratagem has been tweaked. It now does not affect weapons with the Devastating Wounds rule. You can download the updated Index here.
It’s pretty interesting this is the only thing they have changed so far, as there have been quite a few typos spotted (or at least what seem to be typos) and some other significant issues hobbyists have pointed out.
Either way, this opens quite a big door for GW to change the cards before the Edition entirely drops or after people start playing and discovering more of these points.
Another Classic Sepulchre of Heroes Meme
We’ll see how much gets changed moving forward, but we don’t think the time is here yet to get upset over your favorite faction potentially not being strong enough (or other factions being much stronger) quite yet…
It is, however, possible a lot of these issues may be due to the fact Games Workshop just doesn’t have enough playtesters.
How Many Hours Go Into Playtesting
A lot of this just boils down to simple math, and from that, you can see that without outside help, it may be literally impossible for Games Workshop to actually make their rules balance with each other over time.
Here is how much time it would take to test ONE army. Just to note, we’re going off three hours per game which is pretty average, especially when you have to factor in the playtesters, who wouldn’t know the book very well and would be trying out a bunch of stratagems and special rules.
We’re also doing the math for 25 factions to play test against in Warhammer 40k, which varies depending on how many Space Marine codexes etc., are out there at the time.
- One game vs. all factions with 1st turn: 75 hours (3 hours x 25 factions)
- 2nd game against all factions with 2nd turn: 75 hours
- Playing with different types of terrain (i.e., light and dense cover): 150 hours
- Playing with different types of terrain but going second (i.e., light and dense cover): 150 hours
Total (so far): 450 Hours
This is 450 hours already, but remember, this is against a single army list for each opposing faction, as you can’t change their list while changing other variables about the game (like first turn or terrain density, etc.).
So, this is in no way done, as the vast majority of Warhammer 40k factions have 2-3 viable lists. Now when you extrapolate that out to include a max of three viable lists for each faction, you end up with this:
Total hours for multiple lists: 1,350 hours
(These numbers also do not take into account supplements…)
Then again, this isn’t enough, as dice rolls can vary over a game, mistakes made by players, etc… Honestly, it could be closer to 2,000 hours of playtesting to get a good gauge of how an army works.
However, even this is still missing something. Changes!
What happens if the playtesters find out something is either too strong or too weak? You then have to go back and make the changes. Then guess what? You have to retest everything once again! So the total number of hours just becomes staggering.
Realistic number of hours: Well over 2,000
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!
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