Forget a rule lately? 9th Edition 40k has had a bunch of new rules changes and here’s our list of the top 3 that we always have a hard time with.
Looking into the fine details of the 9th Edition core rulebook, there are a few rules that are easy to forget or get twisted. We’ll be highlighting three crucial changes that you should take note of before your next game.
Top 3 Rules Changes To Remember: 9th Edition 40k
This one is pretty well known, but we always forget the specifics. So the way it’s worded, you aren’t able to use the Command Reroll Stratagem for things like the Strength/AP characteristic on Obliterators.
You can’t use it to reroll Bile’s or Szeras’s unit-modifying abilities. You also can’t use it to bring back Celestine or Guilliman after you fail the initial roll when they die.
Changes to the Fight Phase- New Ordering
As always, chargers fight first under normal conditions. But now, whoever’s turn it ISN’T, will get to select a unit to fight with first after all the Chargers have gone. In 8th, the charging player currently attacks with all the charging units and then gets to pick another one to fight with that’s already locked in combat before the other player gets to. This is a small, but critical change to account for when you’re considering where to charge and what to fight in 9th Edition.
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Strategic Reserves: Combine Power Level, Then Spend CP
Units going into Strategic Reserves also have their TOTAL Power Level combined before CP is spent. For example, if you have three Aggressor Squads going into Reserves, you would add 6 PL three times (18 total) and spend 2 CP. It’s nice that you get to lump Power Level together because there’s a window of 9 Power Level to fit all of your units into the one CP bracket.
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There you have it. Hopefully, this has been helpful and you’ll remember these changes for your next game!
Have you forgotten about any of these rules tweaks in 9th? Did the CP reroll get objectively worse? How much CP do you usually spend on putting units into reserves?
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