9th Edition 40k is getting a new keyword rules mechanics called Core added to some units across all factions. What does it mean now?
Warhammer Community just highlighted a new keyword called “Core” that’s coming to a variety of units across all factions. It’ll take a little bit of studying to get down which units in your army will have the Core keyword but nothing that our 400 IQ wargaming brains can’t handle.
GW Announces Core Keyword 40k Rules For 9th Edition
Updated 9th Edition datasheets are continuing to emerge on different areas of the web. But the best picture of a unit with the “Core” keyword is the Heavy Intercessor squad.
We’ve highlighted it for you because it’s easy to miss. But this should be one of the first things players look for once they crack open their new 9th Edition codex. This single keyword is going to be heavily responsible for some special interactions between units.
The Core keyword is going to be pivotal in aura abilities and what they affect.
For example, the Captain’s Rite of Battle won’t be affecting vehicles like the Repulsor (so no more rerolling 1’s for them). But they will offer rerolls to ground units like Intercessors.
…many of the most powerful aura abilities will only affect Core units from a Character’s (sub-)faction. This represents a more realistic form of in-situ command, with Characters acting like they’re supposed to from a narrative perspective. After all, a Space Marine Captain should be issuing orders and inspiring units of his battle-brothers on the front line, not babysitting a squadron of Repulsor Executioners at the back of the battlefield!
Enjoy that GW roast, 8th Edition Iron Hands players.
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Characters Aren’t Affected By Their Auras Anymore
A crucial side-effect of this change is that Characters themselves won’t be affected by aura abilities that utilise the Core keyword – they’re supposed to be commanding others, not inspiring themselves to do better! In the example shown above, the Space Marine Captain won’t be able to re-roll his hit rolls of 1 and will instead have to rely on his own merit to strike home.
Honestly, this makes sense. Although it’ll be a little gamey, it’s probably for the better.
GW Is Introducing a Chain of Command
On top of characters not being affected by their own auras, lower-class HQ options also won’t be able to affect other “higher up” characters. For example, the Lieutenant can’t bark orders at a Captain and tell him to wound better.
…a Captain has been there, seen it, and done it all, which is why he’s in charge and has such an amazing profile in the first place! However – and very much as intended – a nearby Core unit of Space Marines will be significantly more effective when in the presence of their Captain and/or a Lieutenant, just as they should be.
What Units Will Have the “Core” Keyword?
So the Core keyword is coming to all factions once codexes start rolling around. But the question still stands. “What units will be Core and which ones won’t?” We ultimately won’t know the full span of the Core keyword across factions but GW did mention that it’s not just main-line Infantry.
The Core keyword is used to identify units that form the fighting… well, core, of an army. These are most commonly represented by units of line infantry, though this doesn’t mean it’s exclusive to Troops, nor just Infantry.
In the case of the first two books, Codex: Space Marines and Codex: Necrons many Elite units such as Terminator Squads and Lychguard, as well as Fast Attack units like Bike Squads and Tomb Blades, have the Core keyword. Even some Vehicles will be Core units too, where appropriate.
With that said, aura abilities will still be important in 9th Edition. Although it’ll come down to which units of which faction you’re playing. But this is also another opportunity for players to create some super aura-heavy Core unit lists to double down on reroll value.
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What do you think about this new keyword? Is it going to help balance the game or is it just another layer to add complexity?
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