White armored robot figure standing on rocky ground against a teal background with a circular emblem and neon '#NEW40K' text, promoting Warhammer 40K

T’au Firepower, Weekend Campaigns, New Cities Units, and Warhammer Skulls Hype

Games Workshop’s latest batch of updates covers several very different corners of the hobby. So, this is not one of those days with a single giant reveal.

Instead, it is a spread of practical rules, campaign support, Age of Sigmar reinforcements, and video game hype. Meanwhile, all four pieces feel connected by one idea: making it easier to jump into something fun fast, whether that means a new detachment, a weekend event, a fresh unit wave, or a festival full of trailers and discounts.

T’au detachments push stealth tricks, auxiliary teamwork, and prototype battlesuit firepower

Warhammer miniatures clash on a rubble-strewn battlefield, white-armored troops advancing with gothic ruins in the background.

The T’au faction focus is the heavyweight here, because it shows three distinct ways the army can play in the new edition. First, the Advanced Acquisition Cadre leans hard into hidden rules and battlefield misdirection.

Banner reading Detachment Rules: Expert Fieldcraft—extensive training and tuition by Trail Shapers lets warriors fire and relocate while remaining concealed; when Pathfinder Team/Stealth Battlesuits is selected to shoot, those ranged attacks do not reveal the unit.

Pathfinder Teams and Stealth Battlesuits can shoot without giving up being hidden, which is exactly the kind of obnoxious ranged play T’au players dream about.

Enhancements banner for 'Unmasking Suite Upgrade' describing advanced AI targeting that locates hidden enemies, plus rules for Ghostkeel/Battlesuit stealth units and a 24" shot with +9 detection range until firing.

Meanwhile, the Unmasking Suite lets Ghostkeels, Pathfinders, and Stealth teams increase an enemy unit’s detection range, making hidden targets much easier to punish.

Tactical card titled 'Autoreactive Camouflage' describing an experimental portable electrocamouflage generator; ability details: WHEN opponent’s Shooting phase hits a hidden Pathfinder Team/Stealth Battlesuits unit; TARGET: that unit; EFFECT: unit gains +1 Sv.

Then Autoreactive Camouflage adds +1 Save to hidden Pathfinders or Stealth Battlesuits in the opponent’s Shooting phase, which means the detachment is not just cute, it is genuinely slippery.

Warhammer battle diorama with orks vs humans amid rusted, crumbling ruins and orange smoke; figures on elevated platforms and a mounted rider on a beast far right

However, the Auxiliary Cadre is the one with the most character.

Poster titled Detachment Rules: Integrated Command Structure detailing KROOT/VESPID STINGWINGS abilities like Harnessed Alien Instincts and Localised Stealth Projectors (text-heavy infographic).

Kroot and Vespid can prey-mark enemies to increase their detection range, Stealth suits can help nearby auxiliaries stay hidden after they shoot, and a Kroot Shaper with Student of Kauyon can Deep Strike up to three Kroot Carnivore or Farstalker units.

Upgrade screen: 'Student of Kauyon' enhancement with Kroot Shaper and Kroot Carnivores/FarStalkers, noting Deep Strike.
Gaming card titled 'Guided by Unity' showing 'Auxiliary Cadre Stratagem' with a description of firing on coordinates by alien auxiliaries to pinpoint targets; outlines WHEN, TARGET, and EFFECT sections.

After that setup, Guided by Unity gives non-auxiliary T’au units Lethal Hits when shooting targets close to Kroot or Vespid. So, the detachment reads like a proper combined-arms hunting pack instead of a side gimmick.

Tabletop Warhammer 40,000 battle scene with white-armored Space Marines fighting across a ruined, blue-tinged battlefield and a red siege vehicle in the background.

Finally, the Experimental Prototype Cadre goes straight for suit commanders, adding 6 inches of range to Battlesuit Character ranged attacks and offering weapons upgrades like the Supernova Launcher, which boosts an airbursting fragmentation projector with more Strength, AP, and Damage.

Poster titled 'Detachment Rules' with 'Superior Craftsmanship' describing front-line battlesuit units, their +6" ranged attacks, and a RETALIATION-tagged detachment that cannot partner with another RETALIATION detachment.
Enhancement card for a game: 'Supernova Launcher' with descriptive paragraph about explosive plasma projectiles and a Battlesuit model with Airburst Fragmentation Projector upgrades (+3 S, +1 AP and D).

Experimental Ammunition then lets a Battlesuit Character unit add Strength, or add Strength and AP with Hazardous. Altogether, the article sells a T’au range game that now has real stealth play, real alien synergy, and proper mad-scientist suit nonsense.

The Dominatus deck looks like a campaign system built for people who actually want to finish one

Warhammer 40,000 Dominatus card game box with a green emblem and a fan of four cards showing skull and laurel designs.

The Dominatus deck article is short, but it might be one of the most useful new-edition pieces so far. At its core, the deck is themed around Armageddon, but it can be used for any factions, which is a smart move.

Battle scene with blue Space Marines fighting alien Tyranids in a ruined industrial battlefield, Warhammer setting visible in background.

Players split into two or three alliances called Liberators, Oppressors, and optionally Raiders, then fight through three campaign phases before a final climactic battle.

Warhammer 40,000 Mannheim Gap mission cards showing the location name on the left, rules text on the right, and a small map graphic at the bottom, with Warhammer logos at the top corners.

Meanwhile, each phase starts by rolling for one of three locations, each with its own bonus and war zone rules, and then each alliance reads a Briefing card that sets the phase’s narrative and determines which Agendas players will pursue. Then the actual games use 2,000-point Strike Force armies and the Chapter Approved Mission deck, but with a twist: players can choose a thematic Agenda instead of a normal Primary Mission.

Warhammer Tactical flowchart labeled Phase 1 Liberators/Forces, showing Your Force Disposition vs Opponent's Disposition and Your Agenda options: Planetfall, Vital Strongpoint, Secure Perimeter, with mission icons/symbols.

Succeeding earns Agenda Achieved cards, while battle winners draw Battle Honour cards and losers take Battle Skill cards, so everyone still gains some kind of long-term bonus. That is a big deal, because it stops one bad loss from wrecking the whole weekend.

Two overlapping Warhammer Community strategy cards labeled 'Vital Strongpoint,' showing agenda rules on the left and round objectives on the right, with small icons along the bottom.

The system also sounds genuinely manageable. A typical campaign has two battles in Phases 1 and 2, then one decisive Phase 3 game, which means it can fit into two days without becoming a spreadsheet nightmare.

Two overlapping Warhammer 40K cards on a textured background, titled 'Terrifying Presence' (left) and 'Kingslayer' (right). Branding visible at top corners.

When a phase ends, the alliance with the most Battle Honour cards controls the location and gets its bonus, while the alliance with the most Agenda Achieved cards gains ascendancy and a Relic card. Then the Briefing card flips to reveal the narrative consequences. By the end, you have a proper little war story without needing an app or a campaign binder. Frankly, that is exactly the kind of low-friction narrative support 40K has needed.

The new Cities of Sigmar units deepen the army’s combined-arms game in all the right ways

Large Warhammer battle diorama with numerous red-armored soldiers, banners, and siege engines amid a fiery ruined fortress.

The Cities of Sigmar article is packed, and it does a good job showing how the new wave fills real battlefield roles.

Pair of Gate Gargants character cards with shields and weapons, labeled Aggressive Defenders and Open the Gates, side by side.

First, the Gate Gargants act as mobile shield walls for the Castelite formation, and their Aggressive Defenders rule lets nearby Sigmarite units Retreat and still Shoot or Charge. That is already strong, but it gets even nastier because Cogforts can then Retreat and Shoot without risking overheating. Sound the Attack also combines with Open the Gates! for more reliable long charges, which gives the whole formation a very satisfying anvil-then-hammer rhythm. Meanwhile, the infantry additions look sharply divided by purpose.

Card artwork for Freeguild Gallants: armored melee unit with hammer and shield, showing basic stats and the passive ability 'Not One Step Back'.

Freeguild Gallants are elite defenders, and if they did not charge that turn, they gain extra Attacks and Damage through Not One Step Back.

Warhammer Freeguild Grenadiers miniature in a red cloak holding a long firearm, with a stat banner showing melee weapons and Atk 2, Hit 4+, Wnd 4+, Rnd 1, Dmg 2.

Freeguild Grenadiers go the opposite way, bringing blackpowder weapons, polearms, and a flat 2 Damage bardiche that can rise to 3 Damage when charging out of a Conqueror Cogfort. Then the support characters start layering on real toolbox value.

Card art of Mallus Forgepriest, an armored priest with a hammer and scrolls; title 'Mallus Forgepriest' and the ability 'Consecrate the Land' shown on the card.

Mallus Forgepriests can consecrate objectives, granting Ward 5+ to nearby non-war-machine Sigmarite units and Ward 6+ to war machines, including Cogforts.

Hero card: Erasmus Zonn the Enlightened One, riding a turquoise-winged griffin with a glowing lantern; artifact titled Lantern of All-Knowledge.

Erasmus Zonn brings Hyshian magic, a Lantern of All-Knowledge with multiple modes, and Realmsphere Mastery, which can banish an enemy Manifestation and replace it with one of your own Endless Spells.

Card titled REALMSPHERE MASTERY from ERASMUS ZONN: The Enlightened One; hero-phase ability to target a visible Manifestation within 12" and roll 2D6 to banish it with an Endless Spell.

After that, the article adds the Amethyst Knellmage, whose Deathly Candlelight stops a target from using commands, and the Aqshian Pyrocaster, whose Incandescent Incineration first marks enemies as incandescent and later allocates damage that bypasses ward rolls.

Two fantasy hero cards: Amethyst Knellmage and Aqshian Pyrocaster, showing hero phase and spells Deathly Candlelight and Incandescent Incineration.
Parchment card titled 'Collegiate Exemplars' showing a Passive ability 'Masters of the Arcane' with flavor text, an Effect to add 1 to arcane manipulation and banishment rolls for friendly Wizards under orders, and a Designer's Note.

Finally, Jorvan Kreel and his ash panther Thexa bring a more roaming assassin feel, with mortal wounds from Prowling Ash Panther and a Fluid Combat Style that helps units disengage cleanly for later counterattacks.

Fantasy card: Jorvan Kreel, Heir of the Kraken, stands with a sword beside a prowling ash panther on rocky ground; card titled 'Prowling Ash Panther'.
Card for Jorvan Kreel, Heir of the Kraken: shows a Reaction ability to declare a Fight for a unit within 12 inches, then describes Fluid Combat Style and its effects.

Altogether, this feels like a wave that makes the Cities smarter, nastier, and much more flexible.

Metal knight bust on a game card titled 'Dawner’s Triumph' with an 'Any Combat Phase' banner and a text block describing 'Fury of the Faithful' and combat effects for infantry and cavalry.

Warhammer Skulls returns as a tenth-anniversary festival built for reveals, discounts, and loud nostalgia

Promotional poster for Warhammer Skulls 10 Years, featuring armored characters and a bold '10 years' logo, date 21 May 2026 at bottom.

The Warhammer Skulls piece is the shortest of the four, but it still does its job. The festival returns on 21 May, with the showcase starting at 5pm BST, 6pm CEST, and 9am PST. Games Workshop frames this as the tenth edition of its annual video game celebration, and promises new reveals, announcements, plus a full week of sales and discounts across Warhammer games.

Collage banner of Warhammer 40,000 game logos on a purple space backdrop (Space Marine, Darktide, Total War, Battlesector, Boltgun, Rogue Trader, Dawn of War).

Meanwhile, Alanah Pearce is hosting the anniversary showcase, which feels like a good fit given her connection to Warhammer 40,000: Boltgun 2. So, this article is really less about deep detail and more about setting the alarm. Still, that works. After the heavier rules pieces above, it is nice to end on something broader and a bit more celebratory.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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