Warhammer 40k 8th Edition: Leak Compilation

Apr 26, 2017

Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition rumors and leaks. As with the other compilations the Warhammer 40k 8th edition will feature both Games Workshop community info and any other Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k 8th edition will be added, without notification.

Official Release Date June 17th and Pre-orders start June 3rd.

8th Edition Product Release Prices

– Dark Imperium box set, $160
– Hard Cover Core Rules, $60
– Imperial, Chaos, and Xenos Index books, $25 each
– Tactical Objectives deck, $12.5
– Command Dice, $20
– Wound Tracker dice, $12.5
– Combat Gauge, $10
– Sector Imperialis Objective Markers, $25

Warhammer 40k 8th edition Resource Website Links

Warhammer TV Youtube Channel

Games Workshop Community Page

Warhammer 40k Exclusive New Website

Leaked Basic Rules

Ork Rules

One of the biggest changes for Orks is the way the new AP system impacts both their offence and defense. Units like Meganobz, who have a 2+ save (and now 3 Wounds), will find themselves being able to soak hits from things that used to kill them in one shot and. A lascannon, for example, doesn’t bypass their armour entirely and they have decent odds of surviving, even if they fail their save.

Boyz will get their save against most light weapons now, as a 6+ is not ignored by so many weapons as it once was. Also, as there are no more challenges in melee, a Nob will no longer be forced to focus all his attention on smashing just one foe.

Morale is not nearly as problematic for Orks, the Boyz have multiple layers of morale defense built into their army. The best way to mitigate it is by having a Warboss within 3? of a unit of Orks; he can kill D3 Boyz to stay in the fight. Nobz squads also help to keep Orks from running it by rolling a D6 for each nearby Ork that tries to flee, and on the result of a 6, they do not. These are all in addition to the Mob Rule! which allows a unit of Orks to use a leadership value equal to their unit size or the leadership value of a nearby Ork unit.

Orks, you will find, are all about layering bonuses onto the Boyz for force multiplication. A Painboy gives nearby Ork Infantry and Biker units a 6+ save against wounds suffered. A Big Mek with a Kustom Force Field gives nearby Ork units a 5+ invulnerable save against shooting attacks. You can take both of these saves. There are many more bonuses available to you,the Warboss’s WAAAGH! ability, allows friendly Ork units within 6? to charge even if they advanced. Combine this with the ‘Ere We Go special rule that allows Orks to re-roll failed charge rolls.

Ork Weirdboy, one of his powers, Da Jump. It allows an Ork Infantry unit within 6? of the Weirdboy to be teleported to any point more than 9? away from enemy units on the battlefield (and remember, no more scattering!).

Mission Rules

The most basic mission, Only War, is flexible enough for any style of game. This mission works with armies of any size (though two that have comparable total power levels work best). This mission will be available as part of the free rules in the Warhammer 40,000 Battle Primer and, of course, in the new book itself. 

You can see that the mission is simple to set up, and the varying objective types still make it a variable game that will have a lot of replayability.

For you veteran players out there, you may be looking for something a bit more in depth. Fear not, for you will have plenty of options.

There are three open play missions that give a bit more variety to your games: Annihilation, Hold at All Costs and Death or Glory – each an archetypal mission fit for any collection.

Narrative play brings more options still, and the rules for these missions are a bit more in-depth. There are six of these in the book: Meat Grinder, Ambush, Patrol, Blitz, Sabotage and Rescue. Each comes with not just new mission rules, but three new Stratagems for the Attacker and three for the Defender, making these games quite distinct from a traditional game. Here are a few examples from the Sabotage mission:

And of course, we have matched play. A lot of these missions will be familiar to players today. You still have your six Eternal War and six Maelstrom of War missions, but with a few tweaks since their last outing. One big change is we now have six deployment maps, rather than the three of today. Players of a certain vintage might recognise some of these from even older editions.

As well as some changes to the missions and maps, we also have changes to the objectives, particularly in Maelstrom of War. The objective deck has been re-done from the ground up while keeping the feel of that type of game, with its constantly changing and updated orders.

The biggest change in Maelstrom of War, though, might be this little addition: a new Stratagem that any army can use.

Forge World Leviathan Dreadnought Rules

Amidst the massive line-up of new releases due for pre-order on the 3rd of June were the Forge World Imperial Armour Index books for Space Marines and their traitorous counterparts. We haven’t really talked about Forge World miniatures in the new Warhammer 40,000 yet, but now that the new books are confirmed, let’s take a look at a datasheet from one.

This guy is a Leviathan Dreadnought. And more than that, a Chaos one! The traitor’s look like they have opened up their 10,000-year-old vault of Legion Dreadnoughts for the new Warhammer 40,000. Against those new Primaris Space Marines, we’re sure Chaos players will appreciate the reinforcement.


Death Guard

Now have mechanic called Disgustingly Resilient, as we saw with Nurglings. The best thing about it is that you still get the save, even if you get hit with high Strength weapons that would have previously prevented you from getting a save due to the Instant Death rule. However, the fact that those high-Strength weapons usually do more than 1 Damage now, means you may need to take multiple Disgustingly Resilient rolls. Furthermore, in an all Death Guard Detachment, Plague Marines are Troops – which can help you unlock more Command Points with a Battalion detachment.

Plague Marines are still Toughness 5, which means a lot of attacks only wound them on 5s. Their plague knives now allow you to re-roll wound rolls of 1 in close combat. The blight launcher is an Assault 2, Strength 6, AP -2 weapon that deals D3 damage at 24? range.

Poxwalkers, the other Troops choice for the Death Guard. Coming in at 6 points in matched play with Disgustingly Resilient. This unit also never has to take morale tests. Poxwalkers have Curse of the Walking Pox, allowing you to add another Poxwalker to the unit every time they slay any enemy Infantry models. Typhus on the table, increases the Strength and Toughness of nearby Poxwalkers by 1 with his special ability.

The Death Guard also get Miasma of Pestilence – a psychic power which you cast onto one of your own units so that, until your next turn, your opponent must subtract 1 from all hit rolls that target that unit.

Release Product Details

June 3rd – mark your calendars folks, because that’s the day you’ll be able to pre-order your copy of the new edition of Warhammer 40,000. You’ll then be among the first to get your hands on it come release day on June 17th.

In Dark Imperium you get two armies of brand new miniatures, the full hardback Warhammer 40,000 book, dice and range rulers.

The bolt rifle-wielding Intercessors are the mainstay of the force. Alongside them march plasma-toting Hellblasters, providing deadly fire-support. And dropping in from orbit are Inceptors with the short range fury of their twin assault bolters.


Leading these new warriors are the champions of the Primaris Space Marines: the inspiring presence of the Lieutenants, the banner-carrying Ancients, and the commander of the force, a Captain clad in new Gravis armour.


The Death Guard are equally impressive. First up, a unit of Plague Marines. The archetypal unit of the XIV Legion swollen with the raw power of decay, these form of the core of any Death Guard force. Nurgle fans will also be pleased to see a shambling plague host represented by the repugnant and varied Poxwalkers, each draped in scraps of clothing from their former lives. There is a new vehicle on offer too – the Foetid Bloat-drone, a floating Daemon Engine that hunts its prey with a malign intelligence.


Rounding off the Death Guard are their own leaders, including a huge new Lord of Contagion, clad in warped Cataphractii Terminator plate and wielding one of the most brutal looking axes we’ve ever seen. Alongside him is the Noxious Blightbringer, a dark reflection of the noble Legion banner bearers of old, who carries a cursed plague bell that tolls with the death knell of his victims. Last but not least is the Malignant Plaguecaster – one of the pestilent sorcerers of this pox-ridden Legion.


A complete set of datasheets to field both these Death Guard and Primaris Space Marines armies are included in two separate booklets inside the box. You’ll also find a host of new background information on the two forces and on the Plague Wars being fought in Ultramar.

And of course, there’s the new Warhammer 40,000 book itself. This 280-page, hardback tome is included in the Dark Imperium box and is also available separately. This book is your guide to the new edition and contains an extensive exploration of the Warhammer 40,000 setting. This includes some pretty major advancements in the story for every faction in the galaxy, not least of which are the arrival of the Great Rift, the rise of Chaos, and the launching of the Indomitus Crusade.

And rules. Lots of rules. All the rules you need to wage the bloodiest of wars in the far future. Alongside the core rules for the game, there are missions, full guidelines for the 3 ways to play (open, narrative and matched) and advanced rules to represent the myriad war zones of the far future, including all the rules you need to play games of Cities of Death, Planetstrike, Stronghold Assault and Death from the Skies.

This is easily the most complete Warhammer 40,000 book to date.

Also, while we’re on the subject of rules, we’ve some great news – the core rules for Warhammer 40,000 will be available for free! You’ll be able to download the Battle Primer PDF on games-workshop.com and warhammer40000.com from June 17th.

Current players will probably still want to pick up either the full Warhammer 40,000 book or the Dark Imperium box set though, as this gets you the Advanced Rules sections, loads more missions, as well as stratagems for open, narrative and matched play and of course, over 100 pages of new lore and background on the shape of the galaxy in the new Warhammer 40,000.

Between them, these five softback Index books provide rules for every single Warhammer 40,000 Citadel Miniature we sell. They are broken down into themed books: 2 for the Imperium, 1 for the forces of Chaos, and 2 for the xenos races of the galaxy.

To start gaming with your existing army, you just need the box set or the Warhammer 40,000 book and whichever Index book has their datasheets and you’re good to go.

In the future, armies will get dedicated codexes.

Accompanying the new box set and books are a range of gaming accessories for the new edition. These include new Tactical Objective cards, Command Dice, Wound Trackers, a flexible Combat Gauge and the most thematic set of Warhammer 40,000 objective markers we’ve ever made, including a mini-supply drop pod and a xenos bio-containment tank.

Forge World models in your forces or even make whole armies of these more specialised kits. Don’t worry, we have you covered.

Much like Citadel Miniatures, rules for the extensive Warhammer 40,000 Forge World range will be made available in a series of Index books. The first two of these will be available alongside the new edition of Warhammer 40,000, available to pre-order on the 3rd of June. These first two books will cover the forces of the Adeptus Astartes and their traitorous kin.

Rules for all the rest of the Warhammer 40,000 Forge World range, including the myriad xenos races of the galaxy and the massed forces of the Astra Militarum and their accompanying Imperial Agents, will all be appearing in additional Index books that set to be released before the end of June. Every single Warhammer 40,000 miniature that Forge World make today will be covered, as well as a few classic ones. Also included are rules for a few characters who do not yet have a model, such as some heroes and villains of the Badab Wars. On top of that, several units will be made available to factions that never previously had access to them.

Core Rules Page

Cities of Death

The crumbling masonry of once-proud Imperial architecture has been a staple of Warhammer 40,000 battlefields for a while now. In the new Warhammer 40,000, they still will be, but the way they interact with the game will be a little different. Their impact takes the form of bonuses for units with certain keywords, and limitations for others.

Infantry are the big winners here. They alone have the flexibility and dexterity to move easily between levels of a building, over ruined walls, through doors, hatches and windows, as well as taking advantage of holes blasted in the ruins themselves. They are also the only units that benefit from cover naturally, just for being in a ruin. Other units (monsters, vehicles etc…) will need to actually be obscured to gain any bonus.

In Cities of Death games, these bonuses get even better – if a unit does not move, its cover bonus from being in a ruin is increased from a +1 to their Armour Save to +2, representing the unit digging into cover and fortifying their position. This can make even a humble Guardsman squad difficult to shift, and a power armoured unit all but invulnerable.

It’s not just Infantry though, flying units will do very well in Cities of Death games, as they are able to leap from rooftop to rooftop easily. Some of these units will be Infantry as well! Imagine facing an entire army of Night Lords Raptors in the twisting streets of a ruined hive, and you start to understand what terror means…

It’s not going all Infantry’s way of course. There are solutions to dug-in enemies. Grenades for example. Any Grenade thrown at a unit in ruins will always count as having rolled the maximum number of shots (6, in the case of a frag grenade) and can re-roll to wound thanks to the “Fire in the Hole” mission rule.

One last thing Cities of Death gets us is a new selection of Stratagems. One of our favorites is Sewer Rat, which lets you set up a sneaky unit of subterranean infiltrators in the enemy’s face during deployment or right on an objective.

Tyranid Rules

Tyranid unit: the Swarmlord has Toughness value of 6, 12 Wounds, a 3+ save and a 5+ invulnerable save (increased to a 4+ invulnerable save in melee) he is not easily taken down. This can be further enhanced by casting Catalyst on him to give him a 5+ save vs Wounds suffered.

Swarmlord has a Strength of 8, 7 Attacks, hitting on a 2+, with an AP value of -3 and D6 damage a pop.

Swarmlord has Hive Commander ability, which allows a friendly unit to move in the Shooting phase. For Hormagants, with their blisteringly quick Movement of 8?, this means a potential 16? move before attempting a charge. Or he could simply use it on himself and move up to 18?…

Genestealers are incredibly fast with an 8? Move themselves, they can also charge after advancing. Genestealers have a 5+ invulnerable save. Genestealers in units of 10 or more trigger their Flurry of Claws special rule, bumping them up to 4 Attacks each. Combo this with the Broodlord to also give them a +1 to hit in the Fight phase. That means a full unit of 20 has 80 Attacks hitting on a 2+. With their Rending Claws – which bump up to AP -4 on a 6 to wound.

A Tyranid Warrior with 3 Wounds and a Toughness value of 4  and with Synapse providing immunity to morale for friendly Tyranids units within range.

Transport Vehicles

A unit disembarking from a Transport is no longer prevented from charging that turn.

Units now disembark at the start of the Movement phase, before the Transport moves, but can then move, shoot and fight normally in that turn. This opens up loads of tactical options for both shooting and combat themed armies, especially now that multiple units can share a single Transport up to its capacity.

For a combat army, this will mean you will need to get your Transports where you need them in the previous turn for maximum effect. One tactic we’ve seen used to good effect already is to then use the Transport to charge in alongside the unit into combat!

We’ve seen already that vehicles can charge and fight in melee like all other models, and while they might not be the kings of close combat, they are generally pretty durable and can soak up the firepower of enemy units in overwatch before their potentially more fragile passengers make it in. This is particularly handy with units like Wyches, Ork Boyz and Harlequins, to whom overwatch fire can prove especially deadly.

Here’s an example, of one such Transport: the Harlequin Starweaver.

You can see already that this it is likely to be considerably more durable than it is today, and the skill of the Harlequin pilots even makes it not too shabby in a fight. This being open-topped too, the passengers in it can shoot normally even after that huge 16? move, and still shoot pistols into units that are in combat with their Transport in their own Shooting phase!

It doesn’t all go Transports’ way though. Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1.

 Stronghold Assault

These games are quite different from a standard game in a few regards: for a start, players take on opposing roles. In a matched play game, both players will be trying to achieve the same thing, but in Stronghold Assault, the defender is trying to hold his own territory against a numerically superior attacking force, so there are different objectives for each side. This is represented both in the way the battlefield is set up and with mission-special rules. There are new Stratagems for example, and they are different for attackers and defenders:

These Stratagems will be very handy, but you will have to spend those precious Command Points to use them, which means you’ll have fewer for re-rolls, counter offensives and insane bravery.

Stronghold Assault will also include rules for things like Demolitions, Strongpoint Defences and capturing (or destroying) buildings.

Speaking of buildings, these are a big part of Stronghold Assault too, and some, like the Fortress of Redemption, can also show up in other games of Warhammer 40,000 as part of a player’s army. These fortified structures use the same profile system as everyone else in Warhammer 40,000, though as you’d expect, they (usually) don’t move. Generally, dedicated battlefield structures will be Toughness 10, have over a dozen wounds and a 3+ save, so they take some considerable effort to completely destroy, as you might imagine!

Close Combat Weapons

We’ve seen already that shooting weapons in the new Warhammer 40,000 use a Strength, AP, Damage system, and melee kit is much the same. The main differences being that there is no range on them, and a lot of them will use the user’s Strength as their basis.

Let’s look at some examples – we’ll start with the classic power weapon lineup.

In the current edition of Warhammer 40,000, the axe is the go-to weapon for a lot of folks. Players gladly took the unwieldy rule in exchange for AP2 and a bonus to Strength. Now, the obvious choice is far from obvious, as they clearly all have their uses. That sword, for example, is looking pretty deadly against most things, with the AP-3 helping it against every type of foe. Even with no bonus to Strength, using the new wounding chart shows that a Strength 4 Space Marine is wounding everything up to Toughness 7 on 5s (which is good,  because a lot of our models have swords).

Even the humble chainsword gets a boost. No longer just a standard combat weapon, the iconic combat weapon wielded by the Adeptus Astartes and many other forces, now gives its bearer more attacks in combat. Perfect for grinding through hordes of low armoured troops, the chainsword now functions on the battlefield how it always has in your head. This change also helps differentiate dedicated combat troops from those just wielding improvised or side-arm weapons.

We can see that all of the above still only do 1 Damage, meaning that while they can chip wounds off bigger stuff, they are primarily infantry killers.

What about some anti-armour stuff though? Check out the power fist:

At the cost of being more cumbersome to swing, it’s dishing out multiple damage with every hit, and at a Strength that will find it easy to wound anything in the game.

Another high damage option is Force weapons. Take a Grey Knight squad of any sort: every guy in there has a blade that, as well as having all the benefits of the equivalent Power weapon, also dishes out D3 damage on every wound! Those guys are going to be phenomenal up-close killers, as they should be.

D3 Damage is good, but if you really want to kill something, try the reaper chainsword. This deals a flat 6 Damage to whatever it wounds. That’s enough to carve a Chaos Lord in half, and a couple of hits will wreck most small and medium vehicles in a single Fight phase.

Imperial Knight Rules

As everything can hurt everything else, a player in a game vs an Imperial Knight army will never feel entirely helpless. While firing a grot blaster at a Knight is highly unlikely to do anything, it just might. However, to compensate for this increased vulnerability, the Imperial Knights have lots of wounds (24). They’re also Toughness 8 with a 3+ save. They are twice as durable as a Leman Russ. Add in the inclusion of a 5+ invulnerable save against shooting (Ion Shield) – regardless of which direction the shots are fired from.

The thermal cannon is now Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range. The cannon also gets D6 shots vs units with 5 or more models. Command Points can be used when using weapons like this, maximising the effect they can have at just the right time.

Stomps are now called Titanic Feet, these are still fearsome weapons, but do not simply remove models from play. And if kicking and stomping models isn’t enough, you’ve always got your trusty reaper chainsword or thunderstrike gauntlet to fall back on, both of which do an automatic 6 damage per successful attack. Ouch. The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9? to do D3 mortal wounds on a 4+. Splat!

Imperial Knights will need to be wary of enemy models with multiple D6 damage melee attacks such as Trygons, which can severely damage or destroy Knights in a single lucky round of combat.

Knights are no longer easily bogged down by large cannon fodder units. In the new Warhammer 40,000, they can simply walk over Infantry models and leave combat while still being able to fire their weapons.

Super-Heavy Detachment, you’ll still be able to field Imperial Knights all on their own if that’s how you roll.

2nd Facebook Live Q&A Synopsis 

What is a primaris space marine?
new generation of space marines. Blended primarch, custodes, and space marine geneseed. Bigger more powerful, but more specialized when compared to tactical squads. The entire primaris squad is all trained in the weapons.

Ultimate Founding…
New Primaris Marine Chapters! + they will be other existing Space Marine Chapters. Even existing Space Marines can be adapted and made into Primaris Space Marines.

What is Mark X Armor and what happened to Mark IX?
Mark X of Armor is new but didnt give a lot of information about it.
Mark IX is a mystery on what happened to it.

The new Crusade?
Guillimans new Crusade is to help distribute the new Primaris Marines, as well as turn back the tide of Chaos and Xenos.

How long did it take to create the new rules….?
18 months.

The three ways to play will develop further as feedback comes in, with continuous playtesting and feedback.

Primaris Space Marines, the first batch was made on Mars, but the ability to create them was given to all the Chapters.

General feeling that shooting will be stronger than close combat. how will it work?
Close Combat is more damaging than before.
Pile in allows for more units to get caught in it.
A lot of special rules
Units are quicker now.
Consolidating into combat.
They believe that close combat will be just fine.

Close Combat Initiative?
Lash Whips,
Power Fists are just -1 to hit.
Lots of things that effect how combat is handled

How will psychic powers be selected?
You may select them or roll. Your option.

Perils of the Warp still there?

Faction Specific Ways to build armies?
No. Battleforce selections are for all the armies, but there will be some tailoring for each army.
New specific stratagems, like taking down fortifications with Imperial Fists or hit and run with White Scars.

Battleforged Armies will get bonuses and the more specific your army the more specific your stratagems.

Will not be full drop pod armies in matched play. However you can in narrative play.

Transports can take multiple units. Each transport has a capacity and you can fill that how you want.

How can characters avoid snipers? Command Squads can help characters avoid them with special rules to help take wounds.

Grav Weapons are said not to be toned down, but everything else is toned up.

Invulnerable saves? Similar to now.

Wound allocation is back to the old method, where player gets to choose which ones are removed.

Can Primaris Marines be corrupted to Chaos…?
Who knows, we will have to wait and see.

Rules Wise, Tactical Marines are much more flexible on the tabletop, where Primaris Marines are very focused.

Will we see more Primarchs?
A cowled one may be on its way soon!!!!!!!
So there may be more on the way.


The best way to show you some of the changes is with an example. Because we haven’t really seen anything from the Necron dynasties yet, we’re going to look at the Annihilation Barge, staple fire-support gun platform of the undying legions:

So this thing looks VERY different in the new Warhammer 40,000.

For a start, it’s using the same stats as everyone else, so armour values on the various facings are out, and instead, we have Toughness, Wounds and an Armour Save, making it more comparable in durability to other large monsters and massive beasts of the Warhammer 40,000 universe.

Also, it’s got Attacks and Strength! So it can fight (albeit inexpertly) in combat. This represents it literally ramming or smashing into enemy units.

Some dedicated combat vehicles (commonly what used to be Walkers), will have melee weapons too, like the classic Dreadnought power fist, but most vehicles will need to make do with crushing enemies under tracks or crumpling them beneath anti-gravitic engines. Generally, these attacks will have a poor to hit roll (5+ or 6+) but high strength – because if a Land Raider runs you over, you’ll feel it. There are exceptions of course – Ork vehicles can be kitted out with some pretty deadly close combat options, which now function just like any other specialist close combat weapon: get hit by a Deathroller, for example, and prepare to be a pancake.

Vehicles will be affected by all the other new rules we’ve talked about too, so they will be able to move as any other model would, including advancing. They shoot just like everyone else does, including (with a few exceptions) -1 to hit with heavy weapons if they move. They can even charge! which effectively replaces the Tank Shock rules, except ANY vehicle can do it and they then fight just like any other unit in the Fight phase.

Dark Eldar Rules

What I want is Raiders flying around with guys shooting poisoned needles out of the back Open Topped vehicles allow you to shoot out of them still, which is a massive benefit. You can even fire Pistol weapons out of the vehicle when it is engaged in close combat! However, Raiders are nowhere near the paper thin deathtraps they could be in the past. Venoms, as well, are absolutely fantastic vehicles, and due to the changes to the core rules of the game, all of their weapons now have at least a chance to hurt even resilient vehicles on a 6 to wound (representing that lucky hit through a vision slit, or punching through a weakened section of armour).

They are also armed with strong weapons beyond splinter cannons. You can have a dark lance, which will give you serious punch to open other people’s transports or take down large creatures with a strength of 8, an AP of -4 and D6 damage. Or you can go with the disintegrator cannon, which has three shots that all do 2 damage at AP -3.

With a toughness value and wounds, these vehicles are also much more durable. Lastly, these vehicles have a 5+ invulnerable save versus shooting attacks which will help when getting blasted by heavy weapons, and they ignore the -1 penalty to shooting heavy weapons after moving.

Incubi have a klaive that hits at +1 Strength and AP -3. The leader of a unit ganes +2 damage if he rolls a 6 to wound. When you pair them up with some of the characters for added bonuses, such as the man himself, Drazhar, you will have a devastating combo.

Wyches will be seen in greater numbers too. They get the 4+ invulnerable save in the Fight phase. Their hydra gauntlets and razorflails are fantastic, giving their attacks -1 AP. But their real talent is in the No Escape special rule.

When an enemy infantry unit in melee tries to Fall Back out of combat with Wyches, they can only do so if they win a roll-off with you.

Tau Empire Rules

The Stormsurge has amazing firepower with its 10 weapons each of which can fire on a different target. The Anchors currently allow the Stormsurge to shoot twice, but in the new edition, this has been changed to a more reasonable (but still powerful!) +1 to hit in the Shooting phase, which works great when paired with one Markerlight hit on a target, allowing any T’au unit to reroll 1’s when firing on that unit. BS 3+ and re-rolling 1’s with 10 ranged weapons is enough to render most units to smoking ash. The Stormsurge also has the Walking Battleship special rule which allows him to Fall Back from combat and still shoot, while also ignoring the penalty for moving and shooting heavy weapons.

The XV8 Crisis Battlesuits are next up on the docket. They each can take 3 weapons (which again, you can fire all of them!). Dual missile pods for that lovely AP-1 and D3 damage per shot. The flamers give you nasty Overwatch defense, as they auto-hit incoming units that charge within their range.

A unit of three Crisis Suits paired up with Markerlights will bring down even large vehicles relatively quickly. Multiple Crisis Suit units also work well together since supporting fire is still around, now called “For the Greater Good.” All those flamer hits from multiple XV8s into a charging unit is extremely powerful and will stop some of the strongest assault units dead in their tracks. Oh, and did I forget to mention they have the Fly keyword? This allows them to Fall Back from combat and still shoot at full effect.

Lastly, Sniper Drones. When paired with the T’au HQ’s such as the Cadre Fireblade they will bring down those pesky support characters with deadly efficiency even if they are hiding behind their infantry. The 48? range on their Sniper weapons, plus their fast movement, means they will be filling those characters with lead (or plasma?) a lot faster than snipers from other factions. Have a look at their datasheet, here:

Primaris Space Marines (True Scale)

As you can see, there are a lot of similarities to classic Space Marines: 3+ save, bolters (albeit, up-gunned a bit), and the usual frag/krak grenade loadout. There are some definite differences though.

2 wounds puts Intercessors somewhere between your typical power armoured Space Marine and a Terminator in terms of survivability. Compared to a Tactical Squad Space Marine, who only has a single wound, an Intercessor will last twice as long against small arms fire but will die just as quickly to heavy weapons. Terminators have the same number of wounds as a Primaris Marine, but their better armour and invulnerable save means that they will last longer against all types of weapons.

That bolt rifle is pretty cool too. This is the iconic bolter armament of the Space Marines with a bit more kick. It has additional range and armour piercing punch over a standard bolt gun, meaning Intercessors will do well in a shoot-out against most current Warhammer 40,000 Troops units, and thanks to the new Strength vs Toughness system, they can even start to menace lighter vehicles, wounding any vehicle smaller than a Gorkanaut on 5’s and reducing its save by 1.

That said, like the Legions of the Great Crusade, they don’t have options for heavy or assault weapons within the squad, so there are still situations where a Tactical Squad will be better suited – bringing lascannons, flamers or other specialist weapons with them for greater tactical flexibility.

Though not melee specialists, the Intercessor’s two attacks makes them pretty handy in a fight. In close combat, they can also use their bolt pistols to fire point-blank into enemy units in the shooting phase. The enemy will need dedicated assault troops or lots of bodies to overwhelm a Primaris Space Marine up close.

You can see on the datasheet too, that you can select a as a faction keyword. That means you can add Primaris Space Marines to your Ultramarines, Dark Angels, Space Wolves, Blood Angels, Iron Hands, Rainbow Warriors, or any other Codex Chapter you like, even one of your own invention.


So, what’s a Primaris Space Marine?

These are a brand-new breed of warrior, commissioned by the Primarch Guilliman and developed in secret on Mars for the past 10,000 years by Archmagos Belisarius Cawl. Find out all about them and check out an awesome video here.

Are all my current Space Marine miniatures redundant now?

No way! Primaris Space Marines do not replace regular (if a superhuman killing machine can be described as ‘regular’) Space Marines. These guys have a few extra genetic enhancements, thanks to Belisarius Cawl, and serve as additional reinforcements in the Adeptus Astartes arsenal, not replacements.

Will there be multiple types of Primaris Space Marines?

You bet. So far you’ve seen the Intercessors, the line infantry clad in Mk X armour, but there are plenty more on the way. And likely vehicles too…

Wait, Mk X armour?

Yup, these guys have new armour: combining the best bits of classic Horus Heresy-era plate, with some fancy tech developed more recently.

Can I field a whole army of Primaris Marines?

You totally can. From a background point of view, some Chapters, especially those decimated in the events of the Gathering Storm, now have entire companies of these new warriors. Others have incorporated squads of Primaris Space Marines into existing Battle Companies. And perhaps most excitingly, Guilliman has founded some entirely new Chapters out of these new Space Marines.

I have an <insert favourite Chapter> army. Can I field Primaris Space Marines?

Any of the galaxy’s many hundreds of Codex Chapters can use Primaris Space Marines, along with many of the less Codex-compliant ones like Dark Angels, Blood Angels and Space Wolves.

So, Primaris are just better in the game, right? What’s the point of using older Space Marines?

Marine to Marine, they certainly have some advantages over a Tactical Squad, but it comes at a cost. These guys will cost more points than standard Space Marines, so you’ll have fewer of them, and their weapon options will be different. For maximum tactical punch, you’ll want to bring all your Space Marines to the tabletop.

What if I don’t want to use them?

Well, aside from missing out on some cool new models and tactical options for your army, then that’s totally cool. You certainly don’t have to include Primaris Space Marines in your Space Marines army. Though when you see the Primaris Redemptor Dreadnought, you’ll want to. Primaris Dreadnought? Did I write that…? Nah. Moving on.

Are the kits compatible with existing Space Marine kits?

Good Question. There are certainly elements of the existing Space Marines kits that will be cross-compatible, while the new armour mark means that some parts won’t mix as easily. Shoulder pads and helmets are the same scale, and will still work, whereas the legs, torso and arms are different, and not quite as interchangeable. In terms of the Primaris sets themselves, you’ll have loads of fun kit-bashing them.

Can I use these guys alongside my Astra Militarum army?

Yeah you can. These new Space Marines will be available to use alongside all Imperial armies to fill some battlefield roles your army might normally struggle with.

Do the Primaris Space Marines play nice with the Adeptus Custodes?

They sure do. Many of the Emperor’s elite golden guard are accompanying Gulliman and the Primaris Space Marines on the Indomitus Crusade.

But I play Chaos! Where are my super-super-human reinforcements?

First off, that’ll teach you for turning your back on the Emperor. Secondly, did you not see the Death Guard teaser video? The Chaos Gods have not been idle – we guarantee there are some warp-charged hulking warriors on their way for you guys in the not too distant future.

Guilliman be blessed, these guys are rad! When can I get them?

Primaris Space Marines will be available alongside the new edition of Warhammer 40,000. Oh and while we’re on the subject, we’ll be announcing the release date before the end of this month…


Any army that is Battle-forged can use Stratagems, and as we’ve established already, it’s very easy to make a Battle-forged army. If your army is Battle-forged by the current rules of Warhammer 40,000, it still can be in the new edition.

Battle-forged armies earn Command Points based on how efficient they are likely to be at the logistics of war. Armies with a balanced mix of unit types and plenty of troops will tend to have more to play with, and every army that is Battle-forged gets 3 Command Points to start with. Some units are such capable and experienced commanders that they give you additional Command Points just by including them. Bjorn the Fell-Handed, for example, the oldest living(ish) loyalist Space Marine, gets you an extra one just for showing up!

As the game plays on, you can use these Command Points to activate a variety of Stratagems. Many of these will be specific to certain missions or factions, but there are three that every army can use:

That Tactical Re-roll can be used to ensure a critical high-damage attack wounds a key enemy unit. But at the same time, your opponent could just as easily use theirs to re-roll that critical armour save. Or maybe you want to keep ahold of them to make sure you make that vital charge next turn?

Expecting to lose a unit to a Morale test after taking heavy casualties in the Shooting phase? Use Insane Bravery to Auto-pass for 2 CPs.

The Counter-offensive is the ability to interrupt your opponent’s battlefield-wide charge to strike ahead of some of their units. It works best, of course, if your units are tough in a fight and at least one of the enemy units is going first, but used correctly, this can swing a game.

In narrative and open play, most missions will include a few extra stratagems too, representing things like preliminary bombardments, proximity mines and silenced weapons.

In matched play, these Stratagems have the additional restriction that the same Stratagem cannot be used by the same player more than once during any single phase. So, if you use that Command Re-roll to pass an armour save in the Fight phase, you can’t then use that same Stratagem to re-roll a hit later in the phase.

Chaos Daemon Rules

Khorne: All Khorne units have Unstoppable Ferocity, which grants them a bonus attack and a point of Strength in combat if they charge or are charged.

Tzeentch: All units have Ephemeral Form +1 to their invulnerable saves.  Lord of Change will have 16 wounds Horrors have shooting psychic powers and you must pay points for splitting rule if you want them to become Blue and Brimstone horrors

Slaanesh: They will almost always swing first in combat, even if they did not charge, due to their Quicksilver Swiftness special rule. Daemonettes of of twenty or more models get theGraceful Killers special rule which grants them a bonus attack with their Piercing Claws (which are resolved at AP-4 when you roll a 6+ to wound!) allowing them to slice through armour in melee.

Nurgle: Nurglings have Mischief Makers special rule allowing them to deploy close to enemy units and charge. All Nurgle units have Disgustingly Resilient – which means they ignore wounds on a roll of 5 or 6.

How points & power levels Work

In the new Warhammer 40,000, you’ll find there are two ways to balance your games.

Power Level can be used to very quickly throw together two roughly equal forces to fight a battle. Or, in the case of some narrative and open play scenarios, will determine who takes what role in the game. For example, if you’re playing the “Ambush” mission, the side with the highest total Power Level for their army will always play the role of the attacker, where the smaller enemy force will need to escape the trap.

Power Levels are a great way to very quickly get a roughly balanced game organised and started, but they do not account for the various wargear options and upgrades a unit can have. For this level of granularity, you have points. These will be just as detailed as they are now, right down to points for individual weapon upgrades on every squad member. For example, a Tactical Marine Squad of five models is Power Level 5, but in a matched play game, each of those Tactical Marines would cost 13 points each, with upgrades ranging from a grav-pistol for the Sergeant at 7 pts, all the way up to multi-meltas at 27 pts. The full squad totals up at a similar number of points to what it costs today. With faster play times for most games, we’re expecting matched play games of a couple of hours to sit around the 2,000 points mark.

In matched play, your points will be capped across the whole game. So if you’re planning to summon units to the battlefield, you will need to set points aside to do this. You won’t need to specify what the points will be for though, so this does leave you with your options open and if during the game, you decide that what you really need is a fast combat unit instead of a durable objective holder, you’ll be able to summon the right tool for the job, points permitting. You will no longer be able to indefinitely replicate Daemon units, and instead, summoning will be used more as an alternative mechanism of deployment, much like deep striking or outflanking is today (both of which exist in their own forms in the new Warhammer 40,000 too).

The points for units don’t appear on the datasheet but will be elsewhere in the same book. This is because you don’t need them to play if you don’t want, which frees up room to include more rules for weapons on the datasheet. It also means that, in the future, points for units could change without invalidating existing books – so if one unit or weapon starts to dominate tournaments, or certain units don’t seem to be carrying their weight in competitive games, we can address the balance.

Eldar Rules

Wouldn’t it be fun to see more of iconic units such as the Phoenix Lords and their Aspect Warriors? The Avatar of Khaine?

Phoenix Lords, especially, will benefit from a nice 2+ armour save. They’ve all been re-pointed to make all of the choices appealing, and they are more well-rounded – not only tearing bloody swathes through enemy combatants but also boosting the abilities of friendly warriors nearby. Asurman, specifically, is just fantastic, with the Sword of Asur able to deal mortal wounds and nearby friendly units benefiting from an invulnerable save!

Whether you want to play an Iyanden Ghost list with legions of silent Wraith-constructs (who you will be quite pleased with!) led by Spiritseers wielding potent Runes of Battle psychic powers, or an Alaitoc army of Rangers led by Illic, you can.

You’ll recognise many of the same elements from your current army as well: high mobility with army-wide special rules such as Battle Focus, and of course the classic powers such as Guide, Doom and Fortune.

Striking Scorpions particularly are just vicious combatants that will strike fear into your opponent and disrupt their battle plans with the Masters of Stealth special rule and their Mandiblasters softening up enemy units at the beginning of the Fight phase by dishing out mortal wounds.

Howling Banshees get a new lease on life too. These girls are now faster than almost any other Infantry unit in the game, and nearly always get to go first in the Fight phase even if they didn’t charge.

I’d be remiss, though, not to mention the man himself: the Avatar of Khaine. With an ability that means he can even ignore some mortal wounds. There are few models that can deal as much melee damage as the Avatar can with the Wailing Doom, which allows you to pick the highest of two dice rolls when dealing damage. Take a look at his iconic weapon – the Wailing Doom to see what we mean:


Unit Profiles (Datasheets)

Universal special rules are out, and all the rules for a unit will appear on its datasheet. Even the rules for weapons will be on there for the most common weapons the unit is likely to be equipped with. The best way to show you is with an example. We’ll be using the Rubric Marines Datasheet.

At the very top left, we have the Troop icon, which represents the unit’s battlefield role. In this instance, they are a Troops unit for a Thousand Sons force, though they can also be used as an Elite unit, in a wider Chaos Space Marines force.

Next to that, we have Power Level, which we’ll look at in detail tomorrow, but for the moment, suffice to say that it is a quick and easy mechanism for balancing in less competitive narrative or open play games.

Then we have the unit profile. These guys are a little slower, whereas the Sorcerer leading the unit is faster and a more deadly close combat fighter with his extra attack.

Wargear options are listed next, along with stats for their weapons. Most units have all their weapons on their datasheet, though some with a lot of options (Space Marine Tactical Squads, for example) will list only the most common.

Next we have Abilities. Universal special rules are out, so any time a unit acts differently to what its stats might indicate, the rules for how will be in here. The bulk of these rules will be written in full, but there might occasionally be an army-wide or very common rule for a given faction that isn’t (like the Death to the False Emperor rule you can see above). These will always be in that same publication, though, to make finding it easy.

After the special abilities and psychic powers are the keywords. There are two types of these.

The first, faction keywords, are what you use when selecting your detachments for a Battle-forged army, and often trigger in-game effects regarding what units gain benefits from certain Characters or can travel in specific Transports.

Other keywords are not involved in selecting an army, and usually have more general battlefield effects – for example, perhaps only Infantry can gain the full benefit of certain types of cover.

Dark Eldar 8th Rumors

Jink is +2 to armour save but -1 to hit with weapons. People inside unaffected.

Shadow field is +1 to armour save
Flickerfields is 5++ still.

Dark eldar vehicles come with a 4+ armour save.
Raider has 10 wounds, venom has 6.

Shooting Weapons

Twin-linked Weapons

If you play Warhammer 40,000 today, you’ll know that there are a lot of twin-linked weapons about. These let you re-roll to hit dice, making them generally quite reliable, but potentially no more deadly than a single weapon. In the new Warhammer 40,000, twin-linked weapons instead get double the number of shots.

This is a massive boost to a lot of units. Many vehicles, in particular, are going to be kicking out ruinous amounts of firepower – your Land Raider, for example, almost doubles in effectiveness. With its twin heavy bolters and now utterly lethal godhammer pattern lascannons, it becomes, quite rightly, one of the most powerful models in the game.

Orks as well, renowned for their habit of twin-linking for “more dakka”, gain a lot of bullets from this change.

Another type of weapon that is changing is the combi-weapon. You can either shoot both all the time, but at a -1 to hit modifier, or choose to just shoot one with no modifier.


Explosives tend to work pretty well now against both numerous infantry and large individual models, but not as well against either dedicated anti-infantry or anti-tank weapons.

Imperial Guard Rules

Now with the added “encouraging” presence of a nearby Commissar – which limits the losses of a bad Morale test – Astra Militarum are downright stalwart. Even Ratlings – with their sniper weapons allowing them to pick out and target Characters.

The tanks are back and better than ever. Leman Russes, for example, have Toughness 8 and a 3+ save, so they won’t be slowing down until they’ve lost half of their 12 Wounds.

Guard wouldn’t be complete without mentioning Orders. One of the Astra Militarum’s most well-known rules mechanics, Orders work automatically now and provide a variety of bonuses. You have 7 to choose from, but the one I want to discuss is ‘First Rank, Fire! Second Rank, Fire!’. This now makes a unit of Astra Militarum infantry treat their lasguns and hot-shot lasguns as Rapid Fire 2; that’s 4 shots per Guardsman at half range! Combined with the fact that every weapon has a chance to hit any target, the much-derided lasgun can now be the deadly laser weapon the Emperor’s armies need.

Character Rules

Previously, Independent Characters would join units, and those units would benefit from the Character’s Leadership and certain special rules, while the unit offered protection from enemy fire. Broadly, this worked pretty well, but there was a tendency in more competitive games to see multiple Characters pooled into a single unit, resulting in an all-conquering unkillable mega-unit with a smorgasbord of special rules, a few psychic powers for good measure, and often, some very un-thematic pairings.

Characters can’t join units anymore. The age of the Deathstars are over.

Instead, you’ll tend to find that a lot of Characters will have an ability that affects nearby units with a certain Keyword within a radius of effect. For example, the mysterious Dark Eldar Character Drazhar lets you add 1 to the hit rolls of all friendly Incubi units that are within 6? in the Fight phase, while the Kroot Shaper allows nearby Kroot to re-roll wound rolls of 1 and share his superior Leadership.

To counter the fact that these Characters cannot join units and “hide” from enemy fire, there is a rule in the Shooting phase that means you can’t target a Character unless they are the closest enemy model or have Sniper Weapons. This represents the difficulty in picking out individuals amidst the maelstrom of battle and applies to all Characters with a Wounds characteristic of 10 or less, including things that previously might not have benefited from any protection. For example, Roboute Guilliman, who has 9 Wounds, can now realistically advance in the centre of a disciplined Space Marines army, directing his troops while remaining relatively safe from incoming weapons fire. Really big heroes, like Magnus the Red, will still need to brave enemy fire, but with, in his case, over a dozen Wounds and a respectable invulnerable save, he holds his own just fine.

The final part of the Character rule set is Heroic Intervention. This allows Characters near a combat to pile in and attack if the enemy comes close enough, even if they themselves aren’t charged.

Infantry & Split Fire

Characteristics don’t cap at 10 anymore, so the old 10×10 strength vs toughness table was in for an update. In the new edition, there’s a simple but elegant system to find out what you need to wound:

So, you can see that while even the humble lasgun has a chance to take down the biggest foe, you’ll need a lot of small-arms fire to really threaten the big stuff. Some quick maths tells us that we’d need over 500 bolters firing at that Gorkanaut to bring it down, whereas you’d need just over a dozen lascannons. So, while you might occasionally chip the odd wound off with bolters, lasguns or shootas, you might find that your standard infantry guns are better used elsewhere.

In the new Warhammer 40,000, models in a squad can fire at different targets. So, this means your Tactical Squad can have your boys with bolters deal with that onrushing Hormagaunt horde, while the flamer bathes a nearby Lictor in prometheum fire, and the squad’s krak missile takes an opportunistic potshot at that onrushing Carnifex.

Large Vehicles & Monsters

We’ve also gotten rid of specific rules for Gargantuan Creatures and Super-heavy vehicles. You’ll soon see that some of Warhammer 40,000’s biggest hitters have A LOT of Wounds, high Toughness and a good save. The biggest Tyranid monsters now have over a dozen wounds, where Imperial Knights have over 20!

This makes them almost infinitely survivable against small arms fire, but means that high-power weapons that can take chunks of wounds off at a time (lascannons, powerfists, battle cannons, etc) can take them down relatively quickly when brought to bear in force. Gone are the days of a lucky first-turn meltagun blowing up your Land Raider. (A squad of them will still ruin its day though…)

There are almost no weapons in the game now that can instantly kill these big guys.

The best way to show you this is with an example. Here we have a Mork(or possibly Gork)anaut

You can see, though, as it gets to the point of only having half its Wounds left, this walker starts to get less effective. At 4 Wounds left, it’s all but crippled, though its shooting output will be undiminished

Different vehicles will be reduced in effectiveness in different ways too – some will get worse at shooting, some will slow down, and some some will become less effective in melee.

Battle Forged Armies

Formations are gone.

Detachments that are available to all factions. These are flexible enough that all of your current forces can be fit into them to form a Battle-forged army. The advantage of these is that all factions now have an even playing field of list building mechanics, rather than some having loads and some having to stick with the trusty Combined Arms option for every game.

These detachments are made up of a combination of 9 unit types, which will look very familiar to anyone who has played Warhammer 40,000 in the past two decades. Some you’ll recognise from Space Marines company markings and the classic Combined Arms detachment of today, plus Lords of War, Fortifications and the new one – Flyers, now with their own slot.

These Detachments come with a few benefits and restrictions. The most common restriction is that all units in a single Detachment must share a faction keyword (Tyranid, Blood Angels or Imperium for example). The most common bonus is that, depending on how optimized your army is for the logistics of war, you’ll get Command Points to spend. We’ll cover exactly what these can do for you soon, but trust us when we say they are incredibly useful if used wisely, and you generally get more of them if your army is a well rounded and balanced force.

Here are a few examples:

Battle-forged armies can be used with or without points, and we fully expect gamers playing matched or narrative play games to use these in most situations as they tend to create effective armies on the tabletop that also fit the background and lore of the setting. Matched play actually has a few extra rules too, designed for competitive events, which organizers can choose to use when setting the rules for Battle-forged armies – limits on the number of separate Detachments is one example.


The new Morale phase is simple, and only happens once per player turn, at the end of all your other phases. It will apply to almost every unit.

The mechanics are simple – any units that suffered casualties in a turn must take a Morale test at the end of it. You just roll a D6, add the number of models from the unit that have been slain, and if the number is bigger than the unit’s Leadership, the unit loses the difference in additional models.

No units falling back, no regroup tests – all that is gone.

Units that suffer high casualties in a turn stand to lose a lot more come the Morale phase if they roll poorly. Conversely, single-model units (like many vehicles) won’t have to test; as they are units of one, there are no other models in their squad to lose.

There are a few things that can help you out in this phase. A Chaos Dark Apostle, for example, allows all nearby units from the same Legion to use his Leadership. Or, you can use some units to make your opponent’s tests more difficult – the Hemlock Wraithfighter, as an example, decreases the Leadership of enemy units by 1 if they are within 12? (which equates to one additional lost model on every failed test).

Fight Phase

This is part of the new Warhammer 40,000 with some of the biggest changes. We’ve already seen in our article on unit profiles that Initiative has gone. Instead, the priority for striking is based on the previous phase, with those units that completed a charge swinging first.

There’s a definite emphasis on making charging into combat effective – these units have gotten all the way across the battlefield, they’ve braved enemy fire and overwatch, and now they’ve finally made it into combat – they will at the very least get to swing.

Units that activate gain a free 3? move towards the closest enemy. This can be used to get within 1? of other enemy units, if you’re cunning, dragging more foes into the melee and preventing them from shooting next turn, even if you didn’t charge them directly (giving them no chance to overwatch). Enemy gun lines will need to be careful about how they position their supporting units, so as to avoid getting dragged into the fight too.

Following chargers, players take it in turns to activate units across the board to fight – this can get quite tactical, as both players need to choose the combats where dealing maximum damage will be important to them, while trying to limit enemy retaliation on their valuable or fragile models.

There are a few units that can interrupt this sequence to attack out of turn too – Tyranids with lash whips and Slaaneshi Daemons, for example – and it can also be influenced by Stratagems (more on these soon) if your army is Battle-forged, all of which add a nuanced level of tactical depth to the phase.

Players will have much more influence over the outcome of combat now, rather than purely the stats of the models involved, both in their own and in the opponent’s turns.

Another thing we have seen is that hit rolls are now fixed. This has the effect of making dedicated combat units generally hit on a 3+, while models representing the most competent warriors of the 41st Millennium (Guilliman, the Swarmlord, Ghazghkull Thraka, to name but a few) will now hit on 2+!

Close combat weapons also gain new rules – some will slice through armour easily, while others will hit with enough force to cause deal multiple wounds that can cripple or kill even powerful enemy models.

Shooting Phase

When you select a unit to shoot, much like today, they can all fire their weapons at the enemy. You can’t shoot, however, if you Advanced this turn, or if you fell back from combat.

You also can’t shoot if there is an enemy with 1? of you. The exception to this rule is pistols. Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat! This is going to make characters with pistols incredibly deadly up-close.

When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition. However, you can fall back from combat in your Movement phase, allowing other units to fire at your opponent at the expense of your own actions this turn. Expect to see cunning generals deploying their armies in waves to take full advantage of this.

Heavy weapons are worth talking about too. These no longer snap fire if you move, and instead they have a flat -1 to hit modifier for moving units. This applies to all models with heavy weapons, vehicles included. There are a few other factors that affect hit rolls too – smoke launchers on a vehicle, for example, have the same effect of -1 to hit.

In the new Warhammer 40,000, cover is a bonus to your armour save. Critically, this ability often only applies to certain types of unit. For example, only Infantry gain the bonus of cover from a crater. This interaction works quite nicely with the modifiers to armour saves of certain guns, and means that when someone is trying to hide behind a wall or barricade, if your weapon has a high enough armour penetration, you can shoot them through a wall! There are also a few weapons that ignore cover bonuses.

Release Schedule & Product Information

June 10th launch, they’re going to drip feed us rumors for the rest of  May.  Expect to see full Space Marine datasheets sometime around the end of next week, with a couple of fluff pieces talking about how the galaxy got ripped in half and how all the marines got taller.

About 1-2 weeks beforehand all 7th edition exclusive products are being pulled from stores for good. Codex’s, Rulebooks, Dark Vengeance, not the new campaign books such as Gathering Storm sense those are still fluff pieces, but expect those to become much harder to find.

On Day One:  5  new, free soft cover/PDFs launch with all the core 8th edition rules.

The Rules:  Containing your prophesized 12 pages of core rules, plus outlines for open play and the 14 universal FoC, ranging from 1 HQ and 1 Troop choice 1 command point allies to massive 20+ slot charts that grants a fist full of command.  The new force org charts are pitched as a great way customize your army, one of them is a big guns esqu 1 troop/HQ 5+ Heavy support, but really they’re just designed to scale command points to game size.

The free PDF version of the following books will be sectioned up among faction lines, but the paper ones are going to be the mashups listed below.

Armies of the Imperium: Exactly what it says on the cover, a splash of lore  and datasheets for every imperial unit in the game.

Armies of chaos:  The spiky version of the above.

Armies of Xenos: Split up among proper faction lines (Eldar, Tau, Necron, Nids), and containing datasheets and rules for the rest.

A galaxy in flames:  Art and fluff book.  Brings everyone up to speed on the setting, pushing the story forward by a few weeks and setting up the opening of a AoS style narrative campaign.

Starter Set & Codexes

The starter set goes live the 17th and is going to be Death Guard Vs. Ultramarines, $120 box.  Chaos gets a blob of cultists, a few terminators, a few plague marines, a lord, and drones.  Loyalists get 2 tactical squads, a devastator, an assault squad, plus a librarian and a captain.  Comes with dice and rulers as well.

In addition, there will be the standard soft cover core rules booklet and a small campaign book.  The campaign book has the stats for all the dudes in the box, plus a series of narrative missions that set up the ground floor for the first real story arc of the new edition.

AoS was very much a test kitchen for what to expect of the “New Warhammer 40k”.  AoS had a rocky start, but they learned from their mistakes, and recently even AoS has surpassed 40k in some regards.

The battle tome will become the template for the codex, not the other way around.  Each dex will get the special army wide rules, 6-12 relics, 6 warlord traits, and 6 psychic powers, only now it’s written that you can chose to ether select or roll on warlord/psychic charts.  It will also contain full rules and points for all the old and new units in a given army, and special rules for things like warbands, campaigns, narrative missions and the like.

Formations are back, but they cost points now, and so are decurons, but they will be a lot more flexible and take cues from their AoS counterparts.

Black library is going to do a soft reboot for some of the new 40k lore books, with a gimmicky “New Warhammer” type flagship launch to, as I said before, laydown a ground floor for the upcoming 8th edition.

Psychic Phase

Each time you pick a psyker, you can cast as many spells as their datasheet states (which would previously be the same as their Mastery Level) and there’s a simpler, two-dice mechanic for casting, you just need to beat the warp charge value. The more potent the power, the harder it will be to cast.

Enemy psykers will then have a chance to block these powers if they are within 24?, and again, the mastery of the psyker will dictate how often they can block a power each turn.

The new system is much more scalable – meaning that the phase works well at any size of game, with any number of psykers running around.

Perils of the Warp is still there of course. It wouldn’t be Warhammer 40,000 without the chance of accidentally having your mind eaten by a Daemon and your soul sucked into the psychic oblivion of the Warp while your body exploded in a multifaceted explosion of etheric ichor…

Every faction will have its own psychic lore with a range of thematic powers. In addition, every psyker knows the Smite power:

Mortal Wounds are a new mechanic too – these cannot be saved by any means and punch straight through thick armour and even invulnerable saves!

Movement Rules

In the new edition, every model has its own Movement characteristic. This means that, rather than every model moving 6? unless specified otherwise – things like Terminators will advance slowly and inexorably, while Harlequins leap and bound, and bikes and speeders zip across the battlefield.

Some units will have a minimum move too – this mostly applies to flyers, who can’t stop. Again, this is much like the rules today, but every flyer will have their own minimum and maximum move value, to represent the fact that swift fighters will naturally be quicker than a lumbering bomber.

Running has been rolled into the Movement phase now, too. You can “Advance” when you move by rolling a dice and adding the result to your Movement to go a bit faster at the expense of shooting. This applies to all models – infantry, vehicles, bikes – everyone, you no longer have to move models in both the Movement and Shooting phases.

No moving though enemy models, unless you can fly over them, and no walking through solid walls.

If you’re in combat at the start of your turn, you can Fall Back by moving away from the enemy. You’ll lose the ability to advance, shoot or charge that turn, and crucially, enemies will be able to shoot at you! This does, however, open up a vast range of tactical options for armies like the Astra Militarum, who will now be able to effectively deploy in firing lines, with each row falling back from any assaults in good order (if they survived) while the unit behind them fires at the attackers. It goes both ways though – if you have a dedicated assault unit that specializes in killing infantry your opponent will find it much harder to pin them down in combat with heavily armoured units for the entire game.

Adepticon 2017 Leak

3 Ways to Play

The General’s Handbook has been one of the most popular rules supplements we’ve ever released. Who’d have thought letting people choose how they wanted to play their games and giving them a clear way to do that would be so popular…? It’s pretty clear from talking to a number of event organisers, that Warhammer 40,000 would benefit from the same approach. So we’ll soon be introducing the same 3 ways to play – open, narrative and matched play – to the 41st Millennium.

Army Selection

One of the things that comes up a lot is the idea that people should be rewarded for taking thematic armies. It’s a sentiment we agree with and so we’re looking at introducing Command points. A mechanism to reward players who structure their army like their in-world counterparts, with rerolls and cool army specific rules throughout the game.


We think the Move value should come back. No more default unit types. Every model should have cool bespoke rules. Not only would that be more fun, but it’ll mean you will only need to learn the rules for your models.


Armour save modifiers. This topic comes up almost as often as Sisters of Battle… so we’re going to bring them back. Every weapon will have its place in your army and better represent how you imagine them working in your head.

Combat Phase

Charging units should fight first. It’s just more thematic. So we’re hoping to work this out as well. It will reward tactically outmaneuvering your opponent. You can dictate the combats rather than being entirely Initiative based. You control who swings first.


Its no longer all or nothing, and it affects everyone. We’re thinking of replacing break tests with a simple mechanic. Roll a D6, add that to the number of models your unit has lost this turn, subtract your Leadership and take that many additional casualties.

3 Ways to Play Details

What the new edition gives you is three flexible starting points to help you create the game you want – open, narrative or matched.

Open play is the most flexible system – where you can use any models you like in a game to achieve any sort of objective you like. You can play archetypal scenarios like raids, ambushes or desperate last-stands with “What If” themes, set up races between vehicles, or even use the classic “who would win in a fight between…” as a catalyst for a game with undeniable appeal.

This is also the type of game that lends itself best to team play or multiplayer battles, and is especially useful for those just getting started with Warhammer 40,000 or as a way to try out new models as you are building your way to a larger force. If there is some sort of challenge that can’t be fit into a narrative or matched play game, open play is where it’s at.

Narrative play is just what it sounds like – fighting battles based on stories from the far future, whether from campaign books, Black Library novels or legends of your own creation. Perhaps they even form part of an ongoing campaign, or are set in the notorious war zones of the 41st Millennium, such as Armageddon, Cadia, Fenris, Baal… the list goes on. Playing games that tell part of a larger story is what narrative play is all about.

Suggestions for missions that can form the basis of open or narrative play games (including the return of the classic Warhammer 40,000 battle “Meatgrinder”), as well as suggestions on historical and campaign games are all available in the new edition.

Matched play is the final type of play-style. This system will be very familiar to those of you who play Warhammer 40,000 regularly now. Like the game today, it is based around one of two mission tables of 6 possible battles – either Eternal War, or Maelstrom of War, though the missions briefs have all been updated a little.

Your armies for matched play games will always be Battle-forged (more on that in future) and use points values to help ensure a balanced game. Rules and points for every single model in the game are being realigned for the new edition – so expect to see many units that might have been absent from competitive play make a welcome return. Army selection is still quite open though, and if you have a Battle-forged army for the current edition of Warhammer 40,000, you’ll be able to build a Battle-forged army for the new edition as well.

Matched play also has a few extra rules that impact the game itself, mostly to do with things like deploying reserves, summoning or generating reinforcements, using psychic powers and limiting how often you can use your army’s Stratagems (more on those soon).

The matched play section also has some recommendations for event organisers: things like how much time certain sizes of game will take to play and what size board they would typically be played on – for example, a game of 1,000-2,000 points takes just over 2 hours and will be played on a 6’x4? board.

Warhammer 40k 8th Edition FAQ

Is my army still valid?

Yes, it certainly is! You’ll still be able to use your army in the new edition of Warhammer 40,000. All current armies will be supported with new rules.

Can I still use all my models?

Yes. Every Warhammer 40,000 miniature we sell today will be usable in the new edition of Warhammer 40,000. What’s more, they’ll be supported with new rules, which will be available from the get go in handy, low-cost books.

Even Forge World models?

Yes, even all of your Warhammer 40,000 Forge World models**.

Wait, did you guys blow up the universe?

Nope. This is very much still the Warhammer 40,000 setting you know and love. Now, that’s not to say we won’t see the story advance – there’s some pretty epic stuff ahead! You can certainly expect to see the story arcs that began in the recent Gathering Storm campaign books continue to unfold with plenty of exciting developments to look forward to…

How can I get the rules?

We’re going to make it easier than ever to get your hands on the rules and start playing. The core rules for the game will be free, and you’ll have several options on how you get your hands on the full rulebook. Watch this space for more.

Have you dumbed down 40K?

Not at all. We’ve made it easier for new people to enter and get to grips with the basics. At the same time, we’ve made sure you can add as much depth and complexity as you like – there’s some fantastic new gameplay elements coming. What we’ve done is reexamine every aspect of the game, and made plenty of improvements, many based on the gaming community’s feedback and suggestions. If you play today, this game is recognizably still Warhammer 40,000.

What happens to my codexes?

The rules in our current range of Warhammer 40,000 codexes aren’t compatible with the new edition of Warhammer 40,000. These books will be going off sale very soon. If you do want to pick any up, now’s the time – as all of the great hobby content and background information will be as valid as ever.

What’s in the new starter box?


Are you getting rid of points?

Not at all. There will be a full points system, for use in matched play – one of three ways to play covered in the rulebook.

What do you mean “3 ways to play”?

We realise that people like to play Warhammer 40,000 in different ways. 3 broad systems are covered in the new edition: 1) Open play is the most flexible, and easiest to get started with, allowing you to use any miniatures you like. 2) Narrative play is where you can refight the iconic battles of the 41st Millennium, or create your own campaigns and sagas. 3) Matched play is designed for more balanced and competitive games, ideal for gaming clubs, leagues and tournaments. However you want to enjoy playing Warhammer 40,000, there will be rules for that.

Why should I not just stick with current Warhammer 40,000?

This is the version of Warhammer 40,000 you’ve been asking for. We’ve listened to your feedback, and we really believe that this is the best Warhammer 40,000 has ever been.

Will the rules be updated annually (ala, the General’s Handbook)?

What a great idea! We’ve had such a fantastic response to our community-led approach with the Warhammer Age of Sigmar rules updates that we’re committed to doing the same for Warhammer 40,000. You’ll be able to submit your questions and queries on the Warhammer 40,000 Facebook page and we’ll make sure we continue to evolve the game as feedback rolls in.

Facebook Live 8th Edition Q&A Text

Q: At Adepitcon, you previewed new rules. Are those going to all be in new 40K?

A: Yes, all of it is in for new 40K. All of it.

Q: Are there new rules for vehicles?

A: No more vehicle profile. All models use same statline. Degrading value. Bespoke rules for every model. {BS still in it seems. No flat to hit like AoS. S/T still exists it seems but everything can hurt everythingThey mentioned that the current statline has been expanded to include movement}

Q: Will armies keep their current playstyle?

A: Yes, but some tweaks when needed.

Q: How is 8th going to impact HH?

A: Never answered this.

Q: Still a D6 system?

A: Yep.

Q: How long is an average game?

A: 1500 would be 90 minutes.  Certainly in 2 hours. {holy shit, that’d be nice}

Q: Will there be support for Campaign play?

A: Yes, whole section called “Narrative”. {Jackass.}

Q: Will every model/scenery  have rules?

A: Yes.

Q: What are command points?

A: In Matched and Narrative games, all armies must be battle-forged. There are now 14 Force-Orgs charts. If you fulfill a force-org, you get command points, depending on size of that force-org. Can be used for reroll, interrupt charges to let you pick a fight, not just chargers. Very tactical. No way to get back.  Generic command points are in book, faction specific ones later.

Q: Codexs?

A: New codexes, yes. They are still here and will come out.  New command points. New flavors of SM have different command points.

Q: Templates?

A: Yes. They are gone.

Q: Written in Andy’s accent?

A: Yes.

Q: Will there be limits to Command points?

A: Limited to one per phase.

Q: Did you actually Beta test?

A: Yes. A lot. Frontline. Adepticon. Nova. Most thorough we have ever playested. {They say this a lot}

Q: How do I get the new rules?

A: Everyone will get new rules day 1. 5 books at launch.  Inside will be rules for all. SM. Imperium. Xenos. Chaos. {Main Rulebook?} When codex comes out, you get more updated rules. Extra command points, etc.  Chapter tactics, army special rules.

Q: Will Cities of Death, planet strike still exist?

A: Yes, updated at some point for Narrative supplements.

Q: What about broken units?

A: Every unit has been playtested. Most balanced version of game ever.

Q: Will match play be updated regularly?

A: Yes. Community engagement is key, same for 40K.  Updates to be expected. Want game to evolve.

Q: How will free rules be delivered?

A: Digital and GW stores and some independent retailers will have limited supply of printed versions. Core rules will pop up different places.

Q: Will there be an App with army builder?

A: Working on it. Not on launch but after.

Q: Will we see specific tournament packet?

A: There are guidelines but no specific tournament packet.

Q: Is this a full game reset? Will there be more balance?

A: Everything is updated and hopefully in a better place.

Q: New rules for every current model? Seems impossible.

A: Yes. Long time in development.  We are happy with what we’ve done.

Q: What were/are top 3 goals of this design?

A: The game would work for all 3 ways to play.  More accessible. Push back to forefront Imperium versus Chaos. Make Chaos Great Again.  Tons of feedback now that we take. We are trying to listen.

Q: When is it released?

A: This year. Very soon for more news.

Q: More warhammer fests?

A: Safe to assume.

Q: Will models disappear?

A: No, all the factions represented and all models.

Q: Will points be on launch?

A: Different ways to point your army.  Two different sets of points. Powerlevel: focused on narrative play.  Not include upgrades.  Gives you a model but more focused on getting you gaming in the story.  Matched play: Full granular modes with upgrades and points for upgrades {so standard 40K}.

Q: Some factions are missing from the new website under Factions. Why?

A: All of them are still here.  Astrum Militarum still belongs to Imperium. Tempestus is still part of Astrum Militarum.  Website doesn’t mean codex/faction, just narrative categories.

Q: Any new factions?

A: Yes. New things on the way. {mumbled something that sounded like “maybe one at launch” I don’t know.}

Q: Will Monstrous Creatures degrade like vehicles?

A: Yes, monstrous creatures will also degrade.

Q: Will Bolters hurt everything?

A: Yes, everything can hurt everything.  No stat is capped at 10. Heavy weapons cause multiple wounds. Expect large models to have a ton of wounds.

Q: What size of games?

A: All different sizes. Matched play from 1000+. Comfortably fit.  Narrative scales to any points.

Q: What model has the highest wound count?

A: Not sure. Maybe Lord of Skulls or Knights. Big wound counts in general.

Q: How does army selection work?  Do you pay for units like AoS or more like now?

A: Yes, in Matched plat, you pay points for upgrades. Yes there is a Force Org. Allies are still in. You can still have lots of different units. There is now a Keyword driven system, so Deathstars shouldn’t happen. Abilities don’t carry over to models not intended to have them. {He corrected himself when he said a SM captain joining a guard unit and said “Near a unit”.}

Q: Is close combat going to be viable?

A: Yes, big part of background and big part of game. Big benefit to charge.

Q: Will there be benefits for sticking to one faction?

A: Yes. The bigger the detachment, the more command points. Each detachment is from one Faction.

Q: A few areas are absent from Galaxy Map, is this intentional?

A: No, more an oversight. It’s a Crowded map.

Q: Fleshtearers as new poster boys?

A: Working on it.

Q: What are you most proud of?

A: Looking forward to reaction to the rules. Worked really hard on to make a game everyone wants.

Q: Will FW have rules updates and how do we get them?

A: Yes, same way.

Q: Will imperial guard work?

A: Hope so.

Q: How much will the story develop?

A: Quite a lot. Not going to change background but want new developments. Every day will feature new article on the new edition until it is released.

Q: I just bought a codex, what do I do?

A: Proof of purchase within 8 weeks, you will get a voucher for its value. See Community page for more details.

Games Workshop Twitter Feed Leaks

-Combat will be Alternating Unit Activation after charges
-NO SCATTER DIE. Deep Strike will be quite different. In AoS there’s no scatter for those abilities
-Guard still has Platoons, SM/CSM still have Chapter Tactics
-Flyers will have the same stat-lines as everything else but will have on-unit rules to represent flying.
-Cover adds to saving throw (not a separate save type, just like AoS).
-Maelstrom Missions will still be a thing
-No shooting into and out of combat
-Free core rules ~12 pages                                                                                                                                                                  -Death Guard vs. Ultramarines Starter Set
-No random turn mechanic. Confirms it will stay in AoS though.

Unit Profiles

In the new edition, the rules team were keen to have the profile work harder – to better distinguish between the different units so that, for example, Eldar will run faster than Guardsmen, and Hormagaunts run faster than both.

One big change is vehicles. These now use the same profile system as everyone else. As you’ll see though, their stat lines are much above what you might expect from a standard infantry trooper. Wounds, for example, are not capped at 10, so don’t be surprised if you see larger vehicles like Land Raiders and Imperial Knights with dozens of wounds.

This means that there is no differentiation between monsters and vehicles, so you now have a standard system to compare between, for example, a Carnifex vs a Dreadnought.  Speaking of Carnifexes, large monsters like them also have a lot more wounds now. There are also no Super Heavy Vehicle rules, as such. With the stats going above 10, the system is now an increasing scale, which means models that previously fell just shy of super-heavy status, the Gorkanaut for example, can now punch at the appropriate weight, and become much more survivable.

Here, we have 4 examples from the most iconic Warhammer 40,000 army  – the Space Marines. You’ll see that the stats are still recognizably Warhammer 40,000, but with just a few changes. We’ve gained a Movement stat in exchange for a Initiative stat. With charging units now striking first, movement and co-ordination of your assault army becomes a big factor. You can also see that WS and BS are now standard rolls (Ballistic Skill sort of always was), though you can expect modifiers to both of these stats from in-game effects.

Strength and Toughness are still with us, and still use an opposing value principle (so much higher Strength will still wound on 2+, low Strength will wound on a 6+), and these aren’t capped at 10 any more either. Wounds is a big one. Expect a lot of models to get more of these. As you can see here, the Terminator has twice what he has now, and Guilliman has more too.

Weapon Profiles

Let’s take a look at three classic examples: the iconic boltgun, flamer and lascannon:

Damage is a big change. This stats effectively lets a single hit deliver multiple wounds to one model. So, as we can see, the bolter does a single wound per hit, and so is optimised for shooting models that have a single wound themselves, whereas the lascannon, one of the most powerful man-portable weapons in the game, kicks out D6 damage, allowing it to blast chunks off large vehicles and monsters and kill light vehicles and characters in a single hit. Against something like Guardsmen or Orks though, this formidable damage output will be wasted.

The AP system is changing too. Rather than a binary yes/no on saves, the new Warhammer 40,000 uses modifiers – the lascannon will punch easily through power armour, while the bolter and flamer are, again, best deployed against less durable, more numerous targets.

Lastly, you can see that the flamer no longer uses a template. However, when in range, it causes D6 hits that do not have to roll to hit, and this applies even against units of a single model – this can be devastating, especially when used in large numbers, trust us when we say we may be entering the age of the flamer as the go-to special weapon of infantry squads the galaxy over – let the galaxy burn!

The rules team behind the new game have taken the opportunity to rebalance a lot of the weapons in the game, and with the new armour modifier system and removal of the cap of 10 on Strength values, we’ve made sure that every weapon has its use on the battlefields of the 41st Millennium. D weapons, for example, are gone, and instead there is a scalable Strength and damage that matches the effectiveness you’d expect from every weapon.

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