
From different sources over the web over the course of the past few weeks, we’ve been seeing bits and pieces of the content that’s in store for Space Marines as soon as the codex hits. Here’s everything that we know about the new Space Marine Codex rules so far.
GW Announces Core Keyword 40k Rules For 9th Edition




…many of the most powerful aura abilities will only affect Core units from a Character’s (sub-)faction. This represents a more realistic form of in-situ command, with Characters acting like they’re supposed to from a narrative perspective. After all, a Space Marine Captain should be issuing orders and inspiring units of his battle-brothers on the front line, not babysitting a squadron of Repulsor Executioners at the back of the battlefield!
Characters Aren’t Affected By Their Auras Anymore

Honestly, this makes sense. Although it’ll be a little gamey, it’s probably for the better.
GW Is Introducing a Chain of Command

…a Captain has been there, seen it, and done it all, which is why he’s in charge and has such an amazing profile in the first place! However – and very much as intended – a nearby Core unit of Space Marines will be significantly more effective when in the presence of their Captain and/or a Lieutenant, just as they should be.
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What Units Will Have the “Core” Keyword?

The Core keyword is used to identify units that form the fighting… well, core, of an army. These are most commonly represented by units of line infantry, though this doesn’t mean it’s exclusive to Troops, nor just Infantry.
In the case of the first two books, Codex: Space Marines and Codex: Necrons many Elite units such as Terminator Squads and Lychguard, as well as Fast Attack units like Bike Squads and Tomb Blades, have the Core keyword. Even some Vehicles will be Core units too, where appropriate.
With that said, aura abilities will still be important in 9th Edition. Although it’ll come down to which units of which faction you’re playing. But this is also another opportunity for players to create some super aura-heavy Core unit lists to double down on reroll value.
Chapter Tactic Changes On The Way

- Dark Angels: 1) +1 to hit if the unit did not move in this turn and 2) They auto-pass combat attrition tests when failing morale.
- White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move.
- Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or heroically intervened and 2) units with this tactic can heroically intervene as if they were characters.
- Imperial Fists: 1) ignore Light Cover and 2) 2 (probably only 1, blame the wonky screenshot) additional hits with unmodified 6s with bolt weapons.
- Crimson Fists: 1) +1 to hit when the target unit contains 5+ more models than this unit (VEHICLE counts as 5) and 2) 1 additional hit with unmodified 6s with bolt weapons.
- Black Templars: 1) reroll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds.
- Blood Angels: 1) +1 to wound when charging, charged or heroically intervening and 2) +1″ to Advance and Charge rolls.
- Flesh Tearers: 1) +1 to wound when charging, charged or heroically intervening and 2) -1 AP on unmodified wound rolls of 6.
- Iron Hands: 1) 6+ feel no pain and 2) double wounds on the damage chart.
- Ultramarines: 1) +1 Leadership and 2) can shoot in a turn during which it Falls Back, but at -1 to hit.
- Salamanders:1) you can reroll one wound roll when resolving that unit’s attack and 2) each time an attack with an AP characteristic of -1 is allocated…treat it as 0 instead.
- Raven Guard: 1) count as being in Light Cover if the attacker is more than 18″ away and 2) INFANTRY only count as being in Dense Cover if the attacker is more than 12″ away.
- Deathwatch: 1) each time a model with this tactic makes a melee attack against TYRANID, AELDARI, ORK, NECRONS or TAU, reroll a hit roll of 1 and 2) after both sides have finished deploying their armies, select one battlefield role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that battlefield role, reroll a wound roll of 1.

Custom Chapter Tactics Have Changed

Secondary Objectives For 9th Edition Also Spotted
3 New Secondary Objectives for Space Marines are also visible under the heading Purge the Enemy.

Company Command Limits HQ Type Per Detachments

You can include a maximum of one Captain model and two Lieutenant models in each detachment in your army.
Changing Weapon Stats For Astartes
40k unit boxes are also getting a facelift with these new covers. On top of the new boxes, some classic Space Marine weapons are also getting a huge buff.
- Heavy Bolters: These upscaled bolt weapons are set to become Damage 2, as befits the unmitigated brutality of being hit by a hail of armour-piercing, mass-reactive shells the size of tin cans!
- Flamers: Flamers and heavy flamers are moving to Range 12″, all the better to dissuade enemy assaults and hose your enemies down with liquid fire.
- Melta Weapons: with a flat +2 Damage bonus replacing its current ability, resulting in a whopping Damage potential of 8! What’s more, the rules team have put the ‘multi’ into multi-melta, as it’s doubling up to Heavy 2!
- Power Swords: Power swords are due to get a +1 Strength modifier, all the better for chopping up tougher foes with their energy-wreathed blades.
- Chainswords: Astartes-grade chainswords wielded by Space Marines both new and old will be hitting at AP -1
- Plasma Overheats on unmodified 1’s: Supercharged plasma weaponry will soon only ever overheat on an unmodified roll of a 1, so attempting to shoot fleet-winged Aircraft no longer carries a death sentence.
New Chaplain Rules

All of these seem okay and its always nice to have options. Hopefully, this consolidation of rules from Psychic Awakening means 9th Edition will have fewer books for us all to keep track of!
New Units & Datasheets On The Way
Space Marines are getting some spicy new tweaks to a bunch of different datasheet rules in their new codex. Coming from all different sources around the web, we’re able to take a look at a wide span of unit updates within the faction.
New Space Marines 9th Edition 40k Datasheets So Far
TL;DR missed all the other new 40k codex rules for Space Marines? We got you covered with this list of existing units:
- The Primaris Impulsor
- Redemptor Dreadnought
- Vanguard Veteran Squad
- Space Marine Company Command
- Space Marine Terminators
- Hellblaster Squads
- Intercessor Squads
- Scout Squads
- Incursor Squads
- Ironclad Dreadnought
- Rhino/Razorback
- Devastator Squads
- Stormraven
- Stormhawk/ Stormtalon
- Vindicator
Invader ATV

Overall, these units can be geared toward screen-clearing (with the gatling cannon and twin auto bolt rifles) or tank hunting. Combined with a 14″ Move, these guys will be able to race onto objectives and chase down their targets.
Firestrike Servo Turret

Storm Speeder Variants




Multi-Part Eradicators

Captain with Master-Crafted Heavy Bolt Rifle

Multi-Part Bladeguard Veterans


Multi-Part Assault Intercessors

Not only does this kit include super sweet weapon options now, but also fun running legs to for all those primaris models that just wanna go fast! Let’s face it, if you are not first, you’re last right?
Primaris Gladiator Variants



Hammerfall Drop Turret Rules Revealed

So what about the missile rack on the top?

Hammerfall Turret Go BRRRRT

It looks like you don’t want to come ANYWHERE near this thing as in the shooting phase, it can shoot against every eligible unit. That means that if there are five different units within range of the flamers, those flamers can shoot at every single unit back to back. During Overwatch, it can only shoot at what’s charging it. Notice also, that the profiles are changing for the heavy bolter and flamer array when it overwatches. We don’t know exactly what the baseline stats will be for the weapons, but the HBs are going to Heavy 6 and flamer array to Heavy 2D6.
That’s definitely a lot to digest but hopefully, this will be enough in GW’s eyes to have Marines be left alone for a while while they focus on other factions.
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What do you think about the new rules on the way with the Space Marine codex? Are they getting stronger or weaker overall?
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