Here are all the new Warhammer 10th Edition 40k core rules for the Charge and Fight phases, so you can see how combat works now!
Combat is always a big part of Warhammer, and here are all the new 10th Edition 40k core rules changes to the Charge and Fight phases. Plus, different types of terrain give different benefits for the units in them when it comes to combat. Click the links below for the latest on 10th Edition Warhammer 40k and the full articles!
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Now, let’s jump into the new rules!
10th Edition Warhammer 40k Core Rules: Charge & Fight Phases
The new Warhammer 40k 10th Edition rules were spotted on Imgur, but we have them all right here.
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.
Charging over terrain takes inches to get up terrain now!
You can charge over units if you can fly, but you have to measure diagonally, just like with moving.
The rules come from Warhammer Community.
All sorts of terrain are classed as Barricades, from promethium pipelines to ramshackle defence lines, and any model within 3” can claim cover so long as the object partially obscures them from at least one of their attackers. As the thickness of a barricade can often make it difficult to get within 1” of an enemy unit when charging from the opposite side, this terrain type also modifies the Engagement Range rules to include models within 2”, providing they’re attacking a unit on the other side of the barricade.
However, different types of terrain give different benefits for the units in them when it comes to combat. You can see all of the terrain types and benefits here.
10th Edition 40k Fight Phase Rules
The player whose turn it does not get to pick the first combat they want to resolve, but if you charge in, you do get to fight first. You can still consolidate into enemy units, but they will get to attack you back.
The wording on this means you can’t move units already in base contact to pile in, but other models still get a 3″ pile in more as long as you move closer to the closest enemy. You have to be in the engagement range of an enemy model or in base-to-base contact with a model that is within engagement range to fight.
There is a rule where you can use multiple melee weapons, but it doesn’t seem like too many datasheets have the rule. Also, you can still consolidate if a unit gets destroyed before you attack.
You have to consolidate towards the closest enemy model, but if you can’t do that for whatever reason, you can move toward an objective marker.
It’s also interesting you have to end within engagement range of the enemy if possible. So if an enemy unit is within 3″, you must get to the 1″ engagement range.
Making Attacks (Ranged & Melee Weapons)
Hit rolls can never be modified by more than one, and you must roll equal to or above your BS or WS depending on the type of attack (Melee or Ranged.)
It’s still twice for a 2+ and higher for a 3+.
Wound rolls can also never be modified by more than one, and you have to choose between invulnerable saves or regular saves.
Again, rolls can never be modified by more than +1. However, AP can take more away from the saving throw.
Excess damage is still lost and FNP can be whatever the value is.
Deadly Demise is now a variable number from the datasheet.
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What do you think about the new Warhammer 40k 10th Edition core rules?
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