Warhammer 40K: New Terminator Rules Plus More Rules To Unpack
Games Workshop just dumped a TON of info about 10th edition by revealing the new Terminator Datacards! Time to unpack all the info.
GW is starting to pull the covers off Warhammer 40,000: 10th Edition and we’ve liked a lot of what we’ve seen so far. Today, we’ve got a venerable dump-truck of info to sort through as we get a closer look at the Terminator’s Datacards and also some additional rules reveals. Buckle-up for this one because change is coming!
“In case you missed it, unit datasheets have had a major transformation. All armies will be getting a pack of datasheet cards to revamp their units when the new edition launches, and it’s time to look at another of these datasheets: the Terminator Squad. “
Terminator Rules
Let’s start with the basics and go from there.
Stat-wise they are pretty close to what we’ve seen before. However, there are two key changes. First up, they are now Toughness 5 instead of 4. They still have 3 wounds (and upgrade from last edition) and a they retain their 2+ save. However, they also got one more point to their Invulnerable Save making them a 4+ which is pretty girthy!
That’s going to make a brick of 5 Terminators pretty durable and tough to take out! Now, they aren’t the best at taking objectives with an OC of 1, but that’s not really going to be their job. No, they are going to be a ball of pain that bullies other units around. You won’t be able to ignore them as they are going to bring the pain when they get in range to do so. That’s not just me guessing — let’s see those weapons!
So we have a look at the weapon options available to the squad. Now, we don’t have all the info on those weapon abilities. But you can probably take a guess at what they do. One thing we do know is that Rapid Fire is getting a slight tweak.
So, for those storm bolters which have base attack of 2 and Rapid Fire 2, they will get to shoot 4 times at 12″ which is a lot of shots! Now, how about those melee options?
Anti is a new weapon ability. They score a critical hit if the to-wound roll is an unmodified “X+” for the ability.
What does a Critical Wound mean? Well that means it’s a guaranteed success akin to what rolling an unmodified six would be. So chainfists are going to be really deadly vs vehicles when they do connect and will basically wound them on 3+ regardless of the vehicles toughness. That’s one way to balance out the higher toughness we’re going to see in 10th.
Looking at the profiles of the weapons you also get a sense of what each roll the options will play. It’s cool to see the variation and how the various options will lead to different battlefield roles.
Here’s a quick look at the rest of the Terminator Squad abilities. We don’t have a breakdown of all of the abilities yet — like what the Oath of the Moment is for example. But we all pretty much know what Deep Strike is. Fury of the First also seems pretty good! You’ll be able to ignore any negative modifiers to when shooting or fighting in melee with the squad.
As for the Teleport Homer, that’s going to be an interesting option for sure. Especially when coupled with the new version of Rapid Ingress:
You can read what the stratagem does above but I want to comment on how much cleaner and easier it is to see what this stratagem does. It’s got all the effects and timing labeled in a very easy to follow format. That’s going to make game play WAY cleaner to follow.
There’s still a lot we don’t know but I can’t really see anything I’m not liking with these rules and previews. I do think this means I’m going to have to get some Terminators together however… Oh man. Warhammer 40,000: 10th edition here we go!
What do you think of these new rules previews?