Very much every faction in Warhammer 40,000 is touched here. The biggest though are the Drukhari (Dark Eldar), Deep Striking, Imperial Armour, and Striking First and Last.
Go straight here to get your factions list....
summary of some of the key changes.
Strikes First and Strikes Last
As one of the main areas where interpretations of the rules differed, the Studio team has supplied a comprehensive visual guide to determining the order in which models fight when affected by ‘Always Strike First’ and ‘Always Strike Last’ abilities or both. In short, each combat is split into three separate steps:
- Players take it in turns to select units affected by ‘strikes first’ abilities, including those that have charged, one at a time, beginning with the player whose turn it is.
- Players take it in turns to select units either affected by no ‘strikes first’ or ‘strikes last’ abilities, or affected by both, one at a time, beginning with the player whose turn it isn’t.
- Players take it in turns to select units affected by ‘strikes last’ abilities, one at a time, beginning with the player whose turn it is.
- For a guide including picture references and examples, with words from Warhammer 40,000 rules master Robin Cruddace, check out the FAQs below.
Currently enjoying a dominant position across many tournaments, the dark denizens of Commorragh have seen a few tweaks. In particular:
- The Dark Technomancers Obsession for custom Covens no longer impacts weapons that automatically hit.
- Several questions have been answered regarding ‘exploding’ hits (rolls that generate additional hits on a certain result) and how they interact with some Character upgrades.
- 40kFAQ Jun02 Image3qfg
Deep Striking and Reserves
Due to some quirky interactions with vertical distances (and some fascinating Pythagorean loopholes), certain units and Vehicles could be charged easier than others by units arriving from teleportation chambers or other similar rules.
As much as we’re fond of bringing ancient geometry to our tabletop battles, it didn’t treat all models fairly. To ensure there’s a level playing field the Studio team have clarified these distances. Now, you’ll always have to make that 9” charge to reach your foe on the turn you arrive.
To bring them up to speed with the units from their recent codexes, Forge World miniatures for the Death Guard, Adeptus Mechanicus, and more will be gaining the appropriate faction abilities and keywords where necessary. That means you can field your Secutarii straight away without needing to worry about them falling behind their comrades.