New Edition of Warhammer 40k Available For Pre-Order

By now, I’m sure you’ve probably heard about it. I mean, we mentioned it last week. But there’s a new edition of Warhammer 40k available to pre-order from Games Workshop. 8th Edition brings familiar mechanics that you’ve seen before with some new twists and ways to put forces together, along with some new minis, to give you a new gaming feel. Besides just the main rulebook, there’s a couple Indices (aka – Codices) that you can pick up so you can have your army lists quickly.

From the website:

After more than forty thousand years of war and strife among the stars, Humanity stands on the brink of extinction. Beset on all sides by hostile aliens and threatened from within by traitors, Humanity’s only chance for survival rests with the continuation of the cruel and bloody regime known as the Imperium. Yet few among Mankind’s untold population realise the full truth of their situation. If there is any future at all, it is a grim one…

The Book

A 280-page hardback, this is the essential book for any fan of Warhammer 40,000 – everything you need to know to collect, build, paint and play with Citadel miniatures.


The Core Rules explain everything you need to play to play Warhammer 40,000. Moving, shooting, using psychic powers, charging, fighting and morale tests are covered, giving you the basic framework to play with. You can play a game using only these 8 pages, bolting on more advanced and complex rules when you and your opponent are ready.

Three Ways to Play

– Open Play – pick some models, put them on the table and begin a game. This is the most flexible approach, designed with near-limitless possibilities; all you need is some models, their datasheets and the core rules. Included are some themes and ideas you can use or build upon to add atmosphere to your games, and 3 example missions.
– Narrative Play – Warhammer 40,000 has a vast, rich history with countless epic battles. Narrative Play is designed to let you and your friends re-enact those battles at your leisure. There are special rules to help you do this, such as Concealed Deployment and unpredictable, random battle lengths, and the book includes several missions – 6 Crucible of War missions and 1 Echoes of War mission, each showing you how to play in this style.
– Matched Play – for many players, Warhammer 40,00 is an opportunity to prove their mettle with tactics and strategy, an exercise in out-thinking and out-gunning their opponent with balanced, equal armies: Matched Play is for them. There are several ways to ensure that your forces are balanced against each other – a points limit is the typical way, but the system is flexible enough to allow armies based on unit numbers, Power Ratings, Wounds; as long as your limits are agreed, the possibilities are manifold. This book provides details on choosing your armies, and provides missions as examples of the tactical challenges available: 6 Eternal War and 6 Maelstrom of War missions, with explanations covering the use of Tactical Objectives.

Advanced Rules

While the Core Rules provide with you with everything needed to play, the Advanced Rules are a selection of rules and expansions that can be used to play with your miniatures the way that you want to. With these rules, there are always new challenges to face, new battles to fight, and new ways to play:

– Battle-Forged Armies: organise your models in a way that reflects the armies of Warhammer 40,000 – this places restrictions on your army, but makes up for it with powerful benefits, which use a system of Command Points;
– Battlefield Terrain: rules for a variety of terrains (Woods, Ruins, Barricades, Obstacles, Imperial Statuary, Fuel Pipes, Battlescape and Hills), each of which introduce scenarios and opportunities that change the nature of battle;
– Battlezones: rules for fighting amidst the effects of otherworldly environments, including low visibility, beneath an apocalyptic orbital battle and in the middle of a devastating psychic maelstrom;
– Planetstrike: slam down from orbit in a terrifying planetary assault. Two players are separated into Attacker and Defender, with scenarios that play out a full incursion and a Planetfall mission;
– Cities of Death: street fighting in the ruins of a shattered city, with buildings bitterly fought over – the claustrophobia of urban warfare makes for tense battles with snipers and grenades coming to the fore. Includes a Firesweep mission for playing out room-to-room combat;
– Stronghold Assault: dig in for a game of fortified siege warfare. One player seeks to overwhelm the prepared defences of another, with a Bunker Assault mission included;
– Death From the Skies: dogfighting for your Flyer models, allowing the recreation of epic clashes above the battlefield. A Tactical Strike mission involves a defence against a bombing run;
– Multiplayer Battles: rules accommodating three (or more!) players, with an example of a multiplayer battle to work from;
– Campaigns: an overview of linking your games into Tree, Matrix and Map campaigns.

Dark Millennium

The book contains a full detailing of the state of the galaxy after the events of the Gathering Storm – the major players, the struggles they face and the sheer grimness of eternal war, as Chaos threatens to engulf Humanity.

The Imperium of Man

Details of the various worlds within the Imperium, explanations of the Ecclesiarchy – the official state religion of the Imperium, and the Ages of Mankind, with maps of important locations within the galaxy showing in stark detail how the Great Rift may have doomed Humanity forever.

There’s also an in-depth account of the current state of the Imperium – the increased threat from Chaos and the steps being taken in order to counter them.

The Forces of Chaos

You’ll find an explanation of the Chaos Gods – who they are, their motivations and their methods – along with the vile armies of the Heretic Astartes: Space Marines, once loyal, who now blindly follow the corrupt lure of Chaos, debasing themselves in battle for their dark masters.

The Xenos Threat

This book provides an overview of the major alien antagonists who populate the galaxy – the Aeldari (Craftworld, Harlequins, Ynnari and Drukhari), Necrons, Orks, Tyranids, Genestealer Cults and T’au Empire. Each of these includes their backstory and guides to their equipment, hierarchies and weapons of war.


  • DB

    “The Game You Asked For.” Ah, that can be taken _so_ many ways.

    I think this is going to end up looking a lot like AoS in the end.

    • ZeeLobby

      Having read through the whole leaked rules it’s pretty close. They made some tweaks. Have yet to see how it plays, but the initial factions seem pretty vanilla. I imagine new releases will getting cool things in classic GW style tho.


        “Cool things” meaning they’ll add back all the crap.

        • ZeeLobby

          Probably. Or new models will just get good rules. The fact that the Great Unclean One has 4 less wounds than a Lord of Change (new model) is pretty bad.

          • PRAY FOR MOJO

            The leaked rules have a bunch of things like that – stats and points that make no sense. I would prefer to see those things fixed, instead of new, more broken special rules and formations.

          • odinsgrandson

            Does the Great Unclean One have a massive toughness value or armor that would make him more durable? He’s always been the most durable of the greater daemons- I mean, that’s his thing.

            Although, looking at the current minis, I can see why the LoC would have more wounds (greater daemons suffer scale creep worse than orks).

          • ZeeLobby

            I think it’s 7 like the rest. It really was disappointing. With no wings I just don’t see how he survives.

          • Kaleb Eubank

            He has disgustingly resilient for one, which is every time he takes a wound, roll a die, if a 5 or 6, no wound. So you’re already taking 1/3 less wounds. You can also pick Fleshy Abundance for one of his spells and keep healing himself d3 wounds in the spell phase. Plus he has his 5+ invuln for being a daemon. It could be worse.

          • ZeeLobby

            From the limited games I’ve seen, people will have little issue chewing through him with mortal wounds. Of all the GDs he’s pretty disappointing. Just not sure where they decided having less wounds should be his thing. Fleshy Abundance might have matter more if he was more likely to survive a round. My guess is he’ll get better rules when his model is updated.

  • odinsgrandson

    I’m still not completely certain what I think about GW giving “three different ways to play” equal weight.

    I mean, there was never a barrier to players agreeing to “screw the point values and drop everything on the field.” Now that there are “open rules” making it official, all we now have is a word for it.

    From my experience, when players make narrative scenarios, they look at the point values quite a lot (because they want the battle to be roughly fair most of the time).

    I have a hard time imagining that anything other than “Matched Play” will happen most of the time.

    But then again, it would be cool for people who are just starting out and picked up a few minis because “they look cool.” I wonder if I would have appreciated it as an eleven-year old (definitely not at 14- by then I was a master at squeezing potential out of 2000 point lists).

    • DB

      There’s some GW exec having Slaaneshi spasms of glee at the thought of a rich dad buying his kid five Imperial Knights because they look awesome and are playable as well.

      • odinsgrandson

        As I understand it, Imperial Knights are already a faction by themselves. A lot of people play them as allies, but they can be played all by themselves (in which case you field nothing but Imperial Knights).

        I don’t know how large a force usually is, but they used to sell them in three packs.

        • DB

          Yeah, bad example. Whatever the large Tau battlesuits are?

          • PRAY FOR MOJO

            The new rules make 5 of the same huge “lord of war” models a valid army for any faction.

          • DB

            Good grief.

            Well, anyone who isn’t packing anti-vehicle weaponry to take care of that sort of thing is probably going to get stomped no matter who they play.

          • odinsgrandson

            They’ve also changed the vehicle rules to match the normal infantry rules (they have a toughness value now). AND they changed the Strength vs. Toughness chart so that low powered weaponry can wound high toughness targets a little more often (on a 6).

            Which means that technically a mob of gretchin or nurglings can take down that Knight (eventually).

      • Michael Dee

        I know people love saying this, but it’s never been true.

        • odinsgrandson

          Since we’re on the topic of huge gw minis, have you seen the beating the pound has taken? It is a fantastic time to order stuff from Forge World.

        • odinsgrandson

          Yeah- the kids I’ve seen playing don’t tend to collect nearly as much or as fast as thirty year old single guys.

  • odinsgrandson

    And they have a set of three Audio Dramas on CD!

  • chaoshead

    I was actually sort of interested after not playing for the last ten years. Then I watched a demo game and saw that your charge range was random dice rolls each time, nope, I’m out. That sort of randomness should not be in a game like this.