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Goatboy’s Warhammer 40K – 10th Edition New Rules Looking Good

5 Minute Read
Apr 24 2023
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Warhammer 40K 10th Edition is getting closer and GW gave us a lot of info this past week. These rules are looking good so far!

There were a lot of little things to digest and while the big army-wide rules we want to see are not there yet – maybe we will get lucky and have something show up this week.  Still, we got a lot to chew over and see how much it will change how we currently do battles within the universe that is 40K.

New Termy Librarian

This past week saw the showcase of the new Terminator Librarian model. It is a very interesting model with some design work that harkens back to some of the older models while still forging ahead with some new design pieces.  It feels like the scale is a bit different, and I like it even though it feels different.  I am excited to see it and hope it comes in the new big box of 40K goodies we are hoping to see sooner than later.

Turn Phases Changing

From there, we got a big info dump of the phases of the game with a ton of rules that look familiar, some updates to some rules, and then a whole phase disappearing into the Warp.  We’ll start with the basic change to the removal of the Morale Phase and combining it into the Command Structure phase.  The whole shift in Leadership and change to how we utilize it is interesting.  It is devastating in a whole different way when you fail it, which is a good thing and most likely better for the game.  Gone are the removing models of the current edition or the past editions that had units “chased” off of the table.  The elegant solution of if you are broken, you can’t have Stratagems used on you, and you can’t hold objectives is simple and effective.  We’ll see when we play it how hurtful it will be.

Next up, the Psychic phase is gone. Instead, we look at our Psychic Characters as buff units.  While it is sad to lose some of the Psychic interaction with not having Deny’s and other options currently shown – it will make the game a lot easier.  It also lets GW write unique spell-casting rules and roles for units.  Do you want to make a powerful psychic fighter?  Or how about a very specific character that obscures their unit and is sneaky?  These whole powers auto-work set up will let the Characters always work and have fewer games where you just can’t pass a Psychic check to save your life.

Again will just have to wait and see what other abilities that would show up – like buffing unit options or more damage.  I am fine with the Psychic shooting attacks, as it is just easier.  It also lets you have a chance to have some MC tanks that shoot guns, psychics, and other fun stuff all at once.  It just makes rolling a heck of a lot easier.

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New Terrain

Next up is the whole simplification of Terrain.  I get the feeling not all of the rules and how terrain interacts are shown – but these seem alright so far.  Terrain can be such a weird thing and really one of the few pieces of the game that is hard to have locked in all the time.  We have all been to events with lacking terrain, and the term – “bowling ball tables” is known.  I am hoping we see more “terrain” boxed kits to help get tables to a GW standard. Hopefully, more of these terrain kits will show up, but we’ll have to wait and see.  There are so many terrain options out there, and it is better than it used to be, back when we had flimsy trees, little weird green shapes to showcase grass, and a ton of rolling hills.

Transports

Finally, we got some fun bit of info about Transports.  The first bit of info is, of course, the return of Firing Decks.  This is a great rule and something I missed in this last edition.  It really kind of felt units that were embarked were just utilizing their transports as floating boxes to hide from no LOS shooting and a way to get a 3” bump when leaving the vehicle.  Now with Firing Decks, those vehicles with what look like doors on top or being opened topped will allow those passengers to affect the game.  This is a great update and brings some old-school flavor back to 40K.

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Oh, and we got the return of the Assault Ramp as well for the beloved Land Raider.  I have started using one in my World Eaters army so having one that a tank can travel forward, vomit out some models and allow them to charge is a great thing.  We also see a lot of “stratagems” that are now rules attached to units leaving specific vehicles.  I like this too. It simplifies some things and makes utilizing these “combos” a lot easier to do.  Will have to see if there are other things like Land Raiders allowing moves and assaults out etc.

Overall a bunch of cool stuff to think about.  Right now we are missing some more data sheet like stuff, points, and, obviously how the missions work.  I hope we see a lot from this weekend and more next week as the game gets closer and closer to reality.

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