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Warhammer 40K: 10th Edition Vehicles Are Even Tougher

4 Minute Read
Apr 13 2023
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Warhammer 40,000: 10th Edition is upping the Toughness of vehicles to new levels. You better bring some Anti-tank weapons in 10th!

Games Workshop has been teasing vehicle changes and an overall increase in Toughness to the statline of 10th. Today, we get our first look at those changes and they really weren’t kidding!

via Warhammer Community

“…armoured vehicles have been struggling to keep up with the relentless firepower the average Warhammer 40,000 army can throw around. So one major focus in the new edition has been to make those units that should feel tough more meaningfully durable. And that mentality starts with the tanks.

Almost every vehicle has received a bump in Toughness. So while Toughness 9 used to be the highest you’d ever see in a game, in the new edition you can find units like the Ork Stompa with toughness as high as 14!”

10th Edition Vehicles

The first real peek at the vehicles comes courtesy of the iconic Rhino. Now, Rhinos and other transports had fallen out of favor but looking at the new stats I can see them making a comeback. Kicking things off the Toughness of the Rhino is now a 9! That’s quite the bump up in terms of survivability. Considering we know the basics of strength vs toughness haven’t really changed the Rhino is going to be much harder to take down especially with it’s 10 wounds and 3+ save.

“At the same time, the Rhino receives two core abilities common across many factions – Deadly Demise and Firing Deck. The first of these dictates how many mortal wounds are suffered by nearby units when a vehicle explodes, while the second shows how many embarked units can shoot from inside a transport. Both rules have previously existed in many different forms, and are now condensed into core abilities for clarity.”

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GW did clarify that for the vehicle to explode you still need to roll a 6 on death. So it’s not an automatic explosion. Still, I’m glad to see the old “open-topped” rule come back in this form as well as how explosions will work. I also like the Self Repair ability and the OC stat of 2 means that a Rhino could help tip the scales in taking and objective…Or at least help to grind a defender off of it with it’s melee attacks. Ramming is back…kinda.

 

More Vehicle Stats

Games Workshop also dropped a trio of vehicle stats on us. Chew on these for a bit:

 

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Now, these are Space Marine vehicles so I’d expect them to be tough but these are looking really beefy. They bring a lot of wounds as well as toughness to the tabletop and the OC values really make them enticing to take to help tip the scales in your favor on objectives. The Repulsor with a squad inside seems like it might be a great option for taking and holding important objectives with all that beef!

I’m not entirely sure why we need to have leadership on vehicles…but the leadership values did change and are supposed to interact with units in different ways. Perhaps we’ll see how that impacts a vehicle’s performance later on.

“A lot of vehicles used to suffer from characteristics that degraded as they took damage. Most of those now simply suffer a penalty to their hit rolls when reduced to one-third of their starting wounds – leaving big vehicles and monsters in the fight to the last. And many vehicles don’t degrade at all, we intentionally wanted to only keep these when they felt meaningful.”

That’s another big change, too! You’re really going to have to work to take out vehicles and prevent them from being combat effective!

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So how are we supposed to deal with these mechanized monsters? Well, GW did say that…

“All the weapons in the game have also been recalibrated to fit into this new scale, and we’ll be talking about those tomorrow.”

I guess we’re going to find out how to deal with them tomorrow then! Until then, enjoy the vehicle previews. It might be time to bust out some old favorites (or make some new ones).

 

What do you think of the new Vehicle Stats?

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Author: Adam Harrison
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