Warhammer 40,000: Leviathan

What We Know So Far

T’au Empire

In the expansive realm of Warhammer 40,000, where progress, comprehension, and benevolence seem out of place, a courageous group of underdogs is striving to bring about these very ideals in the far reaches of the galaxy. This group, underestimated by many, is actually a rapidly expanding coalition of diverse alien species. Equipped with advanced technology, strategic ingenuity, unwavering commitment to the Greater Good, and an impressive arsenal, they are none other than the T'au Empire.

Today, we delve into how this faction, known for its adaptability and versatility, is adjusting to the latest edition of Warhammer 40,000. Collaborative efforts towards a shared objective are not merely encouraged but deeply ingrained in T'au society, forming the cornerstone of their entire philosophy. Consequently, their new army regulation promotes cooperation among squads, constructing a united firing line that obliterates enemy forces with precision-guided barrages of firepower, all the while patiently awaiting the ideal moment to launch a decisive advance.

Imperial Knights

Death Guard

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In contrast to those fledgling humans whose petty concerns have ignited chaos throughout the galaxy, the Aeldari have long witnessed the destructive power Chaos wields, even before mankind contemplated striking one stone against another. 

This ancient race teeters on the edge of extinction, yet their graceful armaments and finely honed psychic abilities to manipulate destiny render them an exceedingly formidable force to confront in the latest edition of Warhammer 40,000.

The Aeldari embody a highly agile army comprised of specialized units, capable of augmenting their already devastating prowess by meticulously examining the intricate threads of fate. With uncanny precision, they discern the precise locations for surgical strikes, amplifying their impact. Swiftly, they withdraw, their battle lines deftly evading retaliation akin to the tide's retreat from the shore.

Adeptus Mechanicus

The Imperium finds itself in its most challenging predicament yet, leaving the Adeptus Mechanicus with no choice but to take matters of defense into their own capable hands, be it with pincers or their versatile mechadendrites. While the Tyranids eagerly consume any remaining flesh, the loss of a single forge world would bring about catastrophic consequences for the Imperium's ongoing war efforts.

In this era of warfare, the Skitarii legions and esoteric battle-servitor maniples stride forward, guided by the machine-like intellect of the Tech-Priests. With the arrival of the new edition, their strange and marvelous weaponry has undergone significant enhancements. Today, we shall delve into their latest arsenal.

 Renowned for their distinctive technology, the Adeptus Mechanicus remains one of the most formidable shooting forces in Warhammer 40,000. Their advanced weaponry grants them an array of tactical advantages on the battlefield. Notably, the Tech-Priests' exceptional strategic acumen enhances the performance of Battleline units in close proximity, enabling them to operate as a unified and harmonious entity, much like the magnificent machines of Mars.

World Eaters

In the midst of chaos and destruction, the followers of the Blood God are thriving in the latest edition of Warhammer 40,000. Among them are the World Eaters, known for their unmatched skills in close combat. With the new rules, their bloodlust is given even more opportunities to shine, as they can take on tougher opponents with ease.

However, the World Eaters are not just mindless brutes. They are also adept at seizing and holding objectives, ensuring that their territory is well-protected while their warriors engage in bloody battles. Despite the fickle nature of Khorne, the Chaos God they worship, the World Eaters have gained his favor more often than most and are known for their ability to adapt to changing circumstances on the battlefield. This is reflected in the Blessings of Khorne army rule, where players must roll a pool of dice each round to access the Blood God's power.

The Leagues of Votann

Adepta Sororitas

The Adepta Sororitas are devout warriors who fiercely believe in the God-Emperor and perform miracles on the battlefield. Equipped with powerful weapons like the bolter, flamer, and meltagun, their battle hymns reach a crescendo as they bring the light of the God-Emperor to even the darkest corners of the galaxy. 

Their Orders Militant consist of various units, including Battle Sisters, Novitiates, Mortifiers, and Castigators, all of whom spread faith and drive back any alien, traitor, or witch that opposes them. The Adepta Sororitas' power is reflected in Acts of Faith, miraculous deeds of fortitude and divine strength that can be performed by each unit once per phase. However, players must earn Miracle dice to perform these Acts.

Chaos Daemons

Chaos Daemons are a formidable faction that relies on their mastery of the warp to wreak havoc in the galaxy. Unlike mortal armies, they can warp reality itself and unleash a ferocious assault on their enemies, leaving little room for their adversaries to survive.

 In close combat, they are especially dangerous, but they are not to be underestimated at range either. Every unit in their army has an invulnerable save, rendering them almost impervious to attacks that target armor. 

The Chaos Daemons also possess the ability to Deep Strike across the battlefield, making them an unpredictable and potent force to contend with. The mere presence of these Neverborn nightmares is enough to sow terror among their opponents and wreak havoc on the battlefield. With the Shadow of Chaos empowering them and weakening their foes, the Chaos Daemons can advance relentlessly and seize objectives, bringing the very fabric of reality to the brink of destruction.

Astra Militarum

The Imperium of Mankind is an unimaginably vast empire, besieged from all sides by unfathomable horrors both within and without. Yet it endures, thanks to the daily sacrifices of countless Astra Militarum soldiers who bravely stand in defense of humanity. The Imperial Guard is the only military organization capable of protecting the entire realm from one end of the galaxy to the other, forged by the blood and sweat of the valiant men and women who hold the line against aliens, mutants, and heretics.

Now facing a new threat from the Tyranids, the Astra Militarum is under more pressure than ever, but they have a secret weapon in the form of some exciting new rules. One soldier alone cannot hope to triumph against the worst nightmares of the galaxy, and the commanders of the Astra Militarum know this well. Through coordinated tactics and intense synergy, officers lead their troops to victory as artillery thunders and tanks blast the enemy with high-explosive mayhem.

Thanks to an Emperor-bestowed gift, vehicle toughness has been boosted across the board. Armored vehicles like the Leman Russ and the Baneblade are now even more formidable, backed up by double-sized units of Guardsmen to create an impenetrable wall of steel that few enemies can breach. Though they may be expendable soldiers with little more than a lasgun and their own bravery, the Imperial Guard have one thing that sets them apart from all other factions in the galaxy – a highly skilled, much-loved, and completely meritocratic officer class.


Are you ready to join an ancient civilization that once ruled the galaxy millions of years ago? The Necrons are back and they're stronger than ever! With advanced technology, they transferred their consciousness into mechanical bodies and sealed themselves away, planning to conquer the galaxy in the far future. But now, they're waking up to find that other races have emerged to challenge their dominance. The Tyranids from another galaxy are even here!

As a Necron warrior, you'll march forward in an unstoppable phalanx, armed with flesh-stripping gauss fire. But that's not all! The Necrons now have larger constructs such as the Canoptek Doomstalker, Triarch Stalker, Canoptek Spyders, and Ghost Ark with much-increased toughness. With reduced armor penetration, your army will feel indestructible, like a true force of living metal.

But that's not all! Necron armies have a wide variety of units, from the humble Canoptek Scarabs to shards of fallen Star Gods. They also have reliable foot soldiers like Immortals, tunnelling ambushers such as Ophydian Destroyers, and technology-bending Crypteks like the Psychomancers, Chronomancers, and Technomancers.

Join the Necrons and lead them to victory as you fight for dominance over the galaxy once again. It's time to awaken your warriors and show the galaxy who's boss!


The Tyranids are a ferocious race that consume entire worlds in a seemingly unstoppable wave. Their threat is so immense that even seasoned warriors can be tested to their limits. To make matters worse, the Tyranids have several tactics at their disposal to apply Battle-shock tests to their opponents and exploit any resulting weaknesses. One of their most formidable abilities is the Shadow in the Warp, which blocks warp-based communication and makes it difficult for their enemies to coordinate.

Furthermore, the Tyranids are highly coordinated, functioning as a cohesive entity under the guidance of the Synapse network, which emanates from the powerful node beasts of the Hive Mind. While the Hyper-adaptations from the Invasion Fleet Detachment showcase the full potential of the swarm, all Tyranids benefit from the two unique army rules - Synapse and Shadow in the Warp.

The Synapse rule is designed to mitigate the low Leadership characteristics of smaller Tyranid bioforms. When within range of a Synapse creature, they become a singular and focused force. On the other hand, outside the range of Synapse creatures, they revert to a mindless pack of predators driven solely by their instincts.

The following are some of the data cards and information that we currently have on the Tyranids -

Space Marines

The Space Marines are the iconic warriors of Warhammer 40,000, renowned as the mightiest soldiers humanity can produce, honed to perfection by ancient gene-science, and armored in formidable power suits. 

These traits combine to create the Space Marine Chapters - an elite force of ruthless and lightning-fast soldiers that are unmatched in the galaxy. In this unbiased faction spotlight series, we will explore why the Adeptus Astartes reign supreme.

 On the tabletop, Space Marines continue to embody their legendary toughness with units like Terminators, Centurions, and those wearing Mk X Gravis armor now boasting higher Toughness. Additionally, the overall reduction in Armor Penetration across the game has made power armor feel as sturdy as it should. 

Although re-rolls to hit and wound are more limited, Space Marines have increased access to abilities that reflect their elite status, such as the Oath of Moment faction ability. The Space Marines may be few, but they are a highly efficient and terrifying force to behold as they embody the Angels of Death.

The Ork's

Chaos Space Marines

Despite their notorious reputation for pledging themselves to diabolical cosmic horrors in exchange for greater power, attempting to overthrow the Imperium, and holding a grudge for millennia, can we really blame Chaos Space Marines? Unlike their more conventional counterparts, the Heretic Astartes understand the importance of showmanship in a dark and dismal galaxy. 

In the latest edition of Warhammer 40,000, Chaos Space Marines possess all the versatility and proficiency of their loyalist brethren, enhanced by forbidden powers drawn from the warp. 

You'll have the ability to wield sorcerous incantations and frightening mutations, backed by raging Daemon Engines and swarms of screaming cultists. Such boons come at a price, but the rewards outweigh the risks. Above all, these are still Space Marines, tough as nails, dependable in battle, and guaranteed to overpower weaker foes in close combat.

Weapons Rules

Terrain in the New Edition of Warhammer 40,000

In the 41st Millennium, battles are not fought in wide-open spaces, but in terrain filled with foliage, ruins, and other obstacles that provide cover for advancing armies. In the new edition of Warhammer 40,000, the rules for terrain have been simplified, with the Benefit of Cover rule now dependent on the kind of terrain being used. 

Units that can take advantage of cover gain a bonus of 1 to their save rolls against ranged attacks, except against weapons with an Armor Penetration characteristic of 0. This means that units cannot improve their save to better than 3+. The rules for terrain are now categorized into six types - craters, barricades, debris, hills, woods, or ruins - making it easier for players to determine whether or not their units are benefiting from cover.

The following are some of the data cards and information that we currently have -


The new edition of Warhammer 40,000 brings exciting changes for mechanised armies that rely on vehicles to transport their troops. In previous editions, only certain units could disembark from a transport that had moved in the same turn, but now any embarked unit can do so, as long as the transport did not Advance or Fall Back. This means troops can shoot immediately after leaving the vehicle, although they cannot charge unless they disembark before the vehicle moves.

This change opens up new tactical possibilities for armies that rely on transport vehicles, such as the T’au, Astra Militarum, and Aeldari, as well as power-armoured warriors. In addition, open-topped vehicles that previously allowed troops to fire out have been streamlined into a universal rule called Firing Deck X.

 This allows embarked models to choose one weapon each, and the transport is treated as if it is equipped with those weapons for its own shooting attacks. Overall, these changes make fielding transports more appealing than ever.

The following are some of the data cards and information that we currently have -

Warhammer 40k 10th Edition What We Have Learned So Far


In the 10th edition of Warhammer 40,000, the Overwatch Stratagem has undergone a significant change. While it still requires 1CP to use and can only be used once per turn, it can now be activated whenever an enemy unit ends its movement within range, not just during the charge phase. This change is reminiscent of the second edition of the game.

However, it's important to note that players will only receive 1CP each Command Phase in the 10th edition, so using Overwatch will limit their options for using other Stratagems in the following turn. we think you will have 24" for the Overwatch Stratagem but would have to see how its worded.

Fight Phase rules

Engagement range

In Warhammer 40,000, the rules for Piling In during the Fight phase have remained unchanged from 9th Edition. However, the rules for determining which models are eligible to fight have been modified slightly. To engage in melee combat, a model must be in direct contact with an enemy figure. In addition, any models that are in contact with the engaged model are also eligible to fight in the melee.

Consolidate moves

If a unit is not in combat with an enemy unit by the end of the Fight Phase, they can still move up to three inches through the Consolidation move. However, they can only do so if they can end their move either within range to engage an enemy unit or gain control of an objective.

Objective Markers

The rules for objective markers have been updated in the 10th edition of Warhammer 40,000. Now, models are not allowed to occupy or cover any part of an objective marker at the end of their move. This change has been introduced to ensure that all players have clear visibility of all objective markers on the battlefield at all times. It's worth noting that this rule only applies to objective markers themselves not the full mat, so you could not end up on the centre of this with the white circle.

Desperate Escape tests

In Warhammer 40,000 10th Edition, when a unit falls back from combat, they must take a Desperate Escape test. This means rolling a die for each model that is falling back, and for each result of 1 or 2, the model will flee and immediately leave the game. 

This test is necessary because if a unit becomes Battle-shocked due to a failed 2d6 Battleshock test, their Objective Control drops to zero, meaning they cannot take or hold any objectives. This is a change from 9th Edition, where Combat Attrition tests were used in a similar way.

Rumours of Warhammer 40,000: Leviathan

🏴‍☠️ Stratagems & CP:

💀 No pregame CP, 1 per player turn.

💀 Insane Bravery can now be used multiple times and is used after failing a test.

🏴‍☠️ Objectives & Terrain:

💀 You can’t go on top of objectives anymore. This means modelling objectives is back on the menu and I couldn’t be more excited!

💀 GW terrain will have their own individual datasheets with full rules.

🏴‍☠️ Shooting:

💀 Overwatch can be used in the Movement phase now

💀 Flamers, a lot of them have lost Assault and are now Torrent.

💀 Blast is now +1 A for every 5 models in the targeted squad.

💀 Rapid Fire is add amount of attacks to shots if within half range.

💀 Less rerolls to hit now, more rerolls to wound.

💀 Same S to T metric.

🏴‍☠️ Charge & Fight Phase:

💀 When charging the nearest model must go straight to the closest model.

💀 You have to be base to base to attack and to lend attacks you must be in base contact.

💀 Fight First: you start with units that Fight First (charging units Fight First) but your opponent now activates first.

💀 Fight Last: Gone!

💀 You can only consolidate into enemy models or onto an objective.

💀 Desperate Escape works very similarly to Desperate Breakout.

💀 All explosions in the game now are 6 inches.

Please keep in mind that this information is based on previews and leaks from various sources on the web, and may not be entirely accurate or complete until we have the actual game in our hands. So, take it with a grain of salt and stay tuned for official announcements and rulebooks. Thank you for your understanding.