From 9th to 10th

  1. The Battle Round
    1. Command Phase
      1. The Battle-shock Step
    2. Movement Phase
      1. The Reinforcements Step
    3. Psychic Phase
    4. Shooting Phase
      1. Lone Operative
      2. Big Guns Never Tire
    5. Charge Phase
    6. Fight Phase
    7. Morale Phase
  2. General
    1. Actions
    2. Unit Coherency
    3. Attached Units
    4. Starting Strength and Below Half-Strength
    5. Datasheet
      1. Profile versus Weapons
      2. Leadership
      3. Objective Control
    6. Transports
      1. Firing Deck
    7. Deployment Abilities
    8. Strategic Reserves
    9. Aircraft
  3. Terrain Features
    1. Benefit of Cover
    2. Craters and Rubble
    3. Barricades and Fuel Pipes
    4. Battlefield Debris and Statuary
    5. Hills, Industrial Structures, Sealed Buildings and Armoured Containers
    6. Woods
    7. Ruins
  4. The Attack Sequence
    1. Weapon Abilities
  5. Stratagems
  6. Changelog

This article is intended as a reference document to pinpoint where relevant changes have been made. This is a work in progress. Note that the document only lists those rules that are different from rules in 9th edition, it is not intended as a full rules reference for 10th edition. Over the next few weeks we’ll be adding articles going in-depth on particular subjects.

The Battle Round

Command Phase

Both players gaining 1 CP is now codified in the Core Rules.

The Battle-shock Step

Battle-shock is the second step of the Command Phase and only begins once all other rules have been resolved. Once all relevant Battle-shock tests and interactions have been completed, the Command Phase ends. If any rules specify “end of Command Phase”, they would trigger now.

Movement Phase

Units can now move across friendly units as if they were not there, as long as they do not end their move on top of friendly models. This does not apply to MONSTER and VEHICLE units, they cannot move over other MONSTER and VEHICLE units. Do note that technically friendly non-MONSTER or VEHICLE units CAN move across these models.

When making Fallback moves, models can move across enemy models. If doing so however, a Desperate Escape test must be made. This replaces the 9th edition equivalent of the Desperate Breakout stratagem with the following key differences:

  • only the models that move across other models make a Desperate Escape test (excluding models with FLY or TITANIC)
  • A Desperate Escape test fails on a 1 or 2
    In addition, when a unit is Battle-shocked when making a Fallback move, each model has to make a Desperate Escape test. Note that you can still select which models are slain yourself, so you could remove other models than the one taking the Desperate Escape test. Note that previously the Desperate Breakout stratagem explicitly excluded you from being able to make a charge in that same turn, this is no longer the case with Desperate Escape tests if your unit has an ability to Fallback and Charge.
    If you can not move all your models out of Engagement Range, you cannot Fall Back at all.

In 9th edition you could move across terrain features of up to 1” in height as if they were not there. In 10th edition you can move across terrain features of up to 2” as if they were not there.

When moving a model with the FLY keyword in 9th edition, you could ignore any vertical distances and terrain during the movement Phase. Instead, in 10th if you start or end your move on a terrain feature you measure the diagonal distance moved across intervening terrain. You can no longer ignore terrain but measure actual distance moved. If you do not start or end your move on a terrain feature you do not gain a benefit from FLY.

TITANIC units no longer automatically have the ability to Fall Back and shoot.

The Reinforcements Step

Distance from other models is always measured horizontally, ignoring any vertical component of the distance. Units set up from Reserves count as having made a Normal move in that phase.

Psychic Phase

Gone. Instead, we have the Psychic keyword. This interacts with some abilities.

Shooting Phase

Look Out, Sir! has gone. Instead, we have Attached units and the Lone Operative rule.

Lone Operative

Lone Operative excludes units from being eligible targets for shooting unless they are within 12” of the shooting unit.

Big Guns Never Tire

When a Vehicle or Monster unit is in combat, it suffers a -1 to hit modifier with all its weapons unless that attack is made with a Pistol. The Vehicle or Monster unit can target both units they are in Engagement Range of and units they are not in Engagement Range of. A Vehicle or Monster unit is an eligible target for shooting attacks if in Engagement Range of one or more of your units, but any ranged attacks targetting that model will have a -1 to hit modifier.

Charge Phase

Aircraft are no longer eligible to Charge in any circumstance. Charging models must end their Charge move in base to base contact with units selected as targets of the Charge if possible. Terrain up to 2” in height can be ignored for the purposes of Charge moves. Units with FLY measure their Charge distance diagonally. Technically units with FLY cannot actually move across enemy models as they miss the clause for ignoring Engagement Range of units that are not selected as their Charge units, but we fully expected a FAQ to address this oversight.

Fight Phase

There is no more Fights Last step. Units that have made a Charge move are now codified to gain the Fights First benefit. In both the Fights First and Remaining Combats step, the player whose turn is not taking place selects an eligible unit first. You check if Fights First units are eligible to fight at the start of the Fights First step, if they are not eligible at the start of that step but become eligible during the Fights First step they are relegated to the Remaining Combats step.

Units that charged are no longer limited to selecting only their Charge targets as targets of their attacks.

Pile In moves can now only be made if at least one model ends within Engagement Range of an enemy unit even if you have made a Charge move this turn, otherwise no Pile In moves can be made. In addition, if possible models must move into base to base contact.

Models that are eligible to make attacks are now those within Engagement Range or within base to base contact of a model that is in base to base contact. There is no more 0.5” from a model that is within 0.5” of an enemy unit. Models can now only make attacks with one melee weapon listed on their profile (although they might gain additional attacks from weapons with the Extra Attacks ability).

Consolidation moves must when made end in Engagement Range of enemy units. If this condition cannot be met, the unit can make a Consolidation move if and only if it can get in range of the closest Objective Marker. There is no stipulation that the unit cannot already be in range of the objective marker. If possible, Consolidation moves must end within base to base contact.

Morale Phase

Gone. Poof. The closest equivalent in 10th Edition would be the Battleshock step in the Command Phase.


Power Rating is gone, dead and buried. Incursion games now take place at a 44x60 board like Strike Force games.


Gone as a concept. There appears to be some sort of replacement in mission rules, but we’ll have to see more definitive mission rules first.

Unit Coherency

Unit Coherency now switches to a minimum of two models in 2” at seven models instead of six previously.

Attached Units

Attached Units are units made up of a Leader and Bodyguard unit. The combined unit is referred to as an Attached unit. If either the Leader or Bodyguard unit is destroyed, it counts as a destroyed unit for rules keying of destroyed units, but the remaining unit does not technically revert from an Attached unit to a normal unit. Rules-wise this does not provide any particular interactions yet, but this might change due to FAQs or errata.

Starting Strength and Below Half-Strength

An Attached unit has a Starting Strength consisting of the sum of the Starting Strength of the Leader and Bodyguard units. This automatically affects Below Half-strength, as this is keyed to the Starting Strength value of the unit which is checked to be Below Half-strength.


Datasheets have been changed around a fair bit.

Profile versus Weapons

Attacks, weapon skill and ballistic skill have been moved into weapon profiles instead of model profiles.


Leadership has gone from higher being better to lower being better. The displayed value is the value you need to roll on 2d6.

Objective Control

There is no more Objective Secured. Instead, there is Objective Control which is determined as the sum of the relevant stat on datasheets of models in range of an objective. Objectives are either controlled or contested, never unclaimed. Models cannot ever end a move on top of a 40mm objective marker. Update yo mats.


Units can now Embark into transports that are within Engagement Range. Units can now Disembark from transports after that has made a Normal move, but then count as having made a Normal move themselves and cannot declare a Charge in that same turn. If a Transport Advanced or Fell Back no units can Disembark from that Transport.

When a Transport is destroyed, embarked units immediately disembark. Roll D6 equivalent to the number of disembarking models, for each 1 the disembarking unit suffers a Mortal Wound. This replaces losing models on rolls of 1, so units with more wounds are less likely to suffer significant damage. These Disembarked units count as having made a Normal move, cannot Charge and are Battle-shocked. If normal Disembarkation is not possible, the range for Disembarkation is increased to 6” and a Mortal Wound is suffered for every 1-3 on a D6 instead of a 1.

Firing Deck

Transports count as being equipped with one weapon per given number of embarked models. This replaces the 9th edition equivalent of Open-Topped abilities and neatly resolves things such as Aura interactions.

Deployment Abilities

Deployment Abilities have now been codified into Deep Strike, Scout and Infiltrators. Infiltrators now specifies players roll off to determine who is deploying an Infiltrator unit first, Scouts now universally specifies that a Scout move must end outside of 9” of enemy models and that the player who is taking first turn must first make all their Scout moves. It is also transferred to any DEDICATED TRANSPORT the Scout unit is embarked within.

Strategic Reserves

Strategic Reserves no longer need to be set up by turn 3 or count as destroyed. This might be different once we see a matched play pack. The amount of points that can be set up in Strategic Reserves has been reduced to a maximum of 500 for 2000 point matches. There is no longer a restriction that stipulates strategic reserves cannot be set up within 6” of an opponents Battlefield Edge. There is no longer the ability to set up friendly models within 9” of enemy models as long as they deploy within 1” of their own Battlefield Edge.


If an Aircraft has “hover” in its abilities, players can elect to switch to Hover mode for the duration of the battle, where it basically becomes a unit with FLY and a 20” move and loses the Aircraft keyword. Aircraft not in Hover mode always start in Reserve. movement is now universally a minimum of 20” forward and then a pivot of up to 90 degrees. No more pivot before move. There is no upper movement characteristic for Aircraft. When moving off into Strategic Reserves, the Aircraft must be set back up in the next turn. Aircraft are no longer set up using Deepstrike-equivalent rules from 9th, but must adhere to regular Strategic Reserves rules. Aircraft can never make Charge, Pile-in or Consolidation moves and are ignored for these moves of other models.

Terrain Features

The old keyword and category system of 9th has been retired. Instead some keywords have been retained for specific types of terrain. Note that apart from Craters and Rubble as well as Woods the Benefit of Cover is granted if not all models in the attacking unit can fully see an enemy model. If even one model in the attacking unit is not fully visible (because it’s behind a wall for instance) the unit being shot at gains the Benefit of Cover.

Benefit of Cover

The Benefit of Cover is now a flat + 1 to armour saving throws, but cannot be used to improve a 3+ save against AP 0 attacks to a 2+ save. Basically, cover cannot get you a better save than a 3+. Having the Benefit of Cover is either on or off, it does not stack when applied several times.

Craters and Rubble

Only give Infantry cover, and only if the models are wholly within.

Barricades and Fuel Pipes

Works as if 9th edition Unstable Position is in play. Gives Benefit of Cover to models not fully visible within 3” of pipe. Models can end a Charge succesfully within 2” of enemy units if the terrain is in between them. Models can make attacks if within 2” of enemy models if the terrain is in between them.

Battlefield Debris and Statuary

Gives Benefit of Cover if receiving model is not fully visible.

Hills, Industrial Structures, Sealed Buildings and Armoured Containers

No more overhanging models, as measured by either base or parts of the model that would normally hit the ground. Gives the Benefit of Cover if models are not fully visible.


Codified that one has to define a clear footprint. When drawing line of sight through forests, unless the observed unit is an Aircraft or Towering model, models will always be partially visible at best. Models wholly within the woods can see out of the woods normally. Gives the Benefit of Cover to everything within or for which it reduces visibility. There is no more Difficult Ground, Dense Cover or Heavy Cover.


Infantry and Beasts can still move through Ruins, although Swarms no longer can. Overhanging bases are forbidden now. Plunging Fire is new, but there is very little Tournament-style terrain that can benefit from this new rule. Aircraft and Towering models can now see through and be seen through Ruins, instead of the old rule where Titanic or >18 wound models did not benefit from the Obscuring keyword. Models can see into the terrain feature normally, but can only see out of the terrain feature normally if wholly within. Gives Benefit of Cover.

The Attack Sequence

Unmodified hit rolls of 6 are now Critical Hits. Unmodified wound rolls of 6 are now Critical Wounds. A saving throw can never be improved by more than + 1. In 9th edition, there were several interactions which could improve a save to a 0+, or even a -1 effectively. This appears to no longer be possible. A FAQ will have to be provided to denote whether or not the clause “never be improved by more than + 1” is meant as “only one +1 modifier can be applied to the saving throw, regardless of the presence of multiple +1 modifiers” or “after adding and substracting all modifiers, the cumulative modifier to saving throw is capped at +1”.

Weapon Abilities

In 9th edition all ranged weapons had a type. In 10th edition, weapons can have abilities.
-Assault weapons can be fired when a unit has advanced at NO penalty
-Heavy weapons have a + 1 to hit modifier when the unit has Remained Stationary
-Rapid Fire no longer doubles in half range, but adds the specified number of shots within half range
-Pistol weapons can be shot in Engagement Range at no penalty, but can only target one unit in Engagement Range, no more splitting fire with pistols
-Ignores Cover ensures the targetted unit cannot receive the Benefit of Cover for that attack
-Twin-Linked allows for full wound re-rolls
-Torrent is automatic hits
-Lethal Hits is automatic wounding on Critical Hits
-Lance confers a + 1 to wound modifier if the bearer has made a Charge move
-Indirect Fire no longer modifies Ballistic Skill and AP of a weapon, it instead gives a - 1 to hit modifier and the Benefit of Cover
-Precision allows allocating succesful wound rolls to visible Characters in Attached units
-Blast can still never be fired in Engagement Range, but now adds +1 attack for every 5 models in the targetted unit
-Melta increases Damage characteristic by the given amount when within half range
-Hazardous is one test made per weapon with this ability. Each failure destroys a model in the unit, unless its a Character, vehicle or monster who take 3 Mortal Wounds instead
-Devastating Wounds convert Critical Wounds into Mortal Wounds equal to the Damage Characteristic of the attack
-Sustained Hits add the given number on Critical Hits
-Extra Attacks are made in addition to the weapon selected for use in melee
-Anti weapons score Critical Wounds on the given number for a wound roll


Core Stratagems have been shuffled around quite a bit.

-MODIFIED: Command Re-roll no longer rerolls a Psychic Test or Deny the Witch Test. It now rerolls a Desperate Escape or Hazardous test in addition
-MODIFIED: Counter-Offensive remains the same but wording is tighter
-MODIFIED: Insane Bravery now automatically passes a Battleshock test after failing a Battleshock test
-MODIFIED: Fire Overwatch now triggers either in the movement Phase or Charge phase after the start or end of a Normal/Advance/Fall Back/Charge move but once per turn maximum. Can be used within 24” of the triggering unit, still requires 6s only. Can shoot as if it were Shooting Phase
-REMOVED: Desperate Breakout has been replaced by reworking Fallback moves and Desperate Escape tests
-REMOVED: Emergency Disembarkation is replaced by reworking forced disembarkation upon Transport destruction
-REMOVED: Cut Them Down
-NEW: Epic Challenge grants Precision to one Character in Engagement Range of one or more Attached units
-NEW: Grenade does mortal wounds on 4+ on 6d6 within 8”
-NEW: Tank Shock does mortal wounds on impact after a Vehicle makes a Charge move, using strength of a melee weapon times d6 requiring 5+ for mortal wounds to a maximum of 6 mortal wounds
-NEW: Rapid Ingress allows you to set up a unit from Reserves in the opponents Movement Phase
-NEW: Go To Ground grants Benefit of Cover and a 6++ to one Infantry unit targetted in the Shooting Phase
-NEW: Smokescreen gives Stealth and Benefit of Cover to a Smoke unit that’s being targetted in the Shooting Phase
-NEW: Heroic Intervention allows you to charge an enemy unit that just charged within 6”, Vehicles require the Walker keyword to be eligible. The unit performing the Heroic Intervention does not gain a Charge bonus


-Updated FLY in movement Phase to reflect oddity of not gaining any benefit when not starting/ending move in terrain features
-Added disclaimer to units not being destroyed if coming in from reserves after round 3
-Clarified units coming in from reserves count as having made a Normal move for that phase
-Cleaned up line of sight vs fully visible wording
-Clarified wording on taking mortal wounds when leaving destroyed transports
-Added and consolidated some information into datasheet section
-Expanded fallback
-Added Stratagem section
-Expanded general section with miscellaneous tidbits

-Updated Big Guns Never Tire to reflect that Vehicles and Monsters can target both units they are not in Engagement Range of and units they are in Engagement Range of, unless a FAQ specifies otherwise
-Added line about no longer setting up within 9” of enemy models within 1” of own battlefield edge
-Removed sequencing section, no actual changes
-Reinforcements now count as having made a normal move
-Clarified that Aircraft can no longer deepstrike but must use regular Strategic Reserve setup rules
-Updated Benefit of Cover clarifications for terrain, will write complete article on commonly expected scenario’s