Since the last time we looked at Space Marines, there have been tons more 40k rules datasheets to emerge- so check out all the updates!
Space Marines are getting some spicy new tweaks to a bunch of different datasheets. 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.
The New Space Marines 9th Edition 40k Rules So Far
TL;DR missed all the other new 40k rules for Space Marines? We got you covered with this list:
- 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
The Primaris Impulsor
There haven’t been any changes do the basic profile of the unit. However, some minor wargear tweaks are apparent. We’ve got:
- Icarus Missiles now flat 2 damage.
- Heavy Stubber lost 12″ of range but gets +1 shot (seems more like a NERF)
- Ironhail Skytalon Array got +2 shots
Redemptor Dreadnought
The basic statline on the unit hasn’t changed at all. However, the wargear largely did. Those changes are:
- Heavy Flamer still 8″ but now Strength 6? We just saw where GW said flamers are going to 12″ so is this a misprint?
- Heavy Onslaught Gatling Cannon now Strength 6- this should rip screens apart.
- Macro Plasma Incinerator has one profile now? S8 -4AP 2dmg.
- The mini Gatling Cannon got +2 shots but still Strength 5.
- Redemptor Fist’s profile is S X2 -3AP +3dmg (so does that mean it heals wounds back on the enemy- lol)?
Vanguard Veteran Squad
- +1 Wounds
- Chainsword also -1AP
- +1 damage on Thunder Hammer
- Relic Blade changed to 2 damage instead of D3
- Power Fist also updated to 2 damage instead of D3
- +1 Strength on Power Sword
- +1 Strength on Power Axe
(includes the Primaris Lietantant or Necron Overlord)
Space Marine Company Command
The major changes to note out of the Company Command sheet is the wargear, which is:
- Captain’s Relic Blade Going to +3 Strength and flat 2 damage.
- Company Champion’s sword is +1 Strength and flat 2 damage.
- Chainsword has -1 AP.
- Power Fist now flat 2 damage.
- NEW Boltguns going up to 30″ range instead of 24″. (that’s a big change considering maps also got smaller)
Space Marine Terminators
There are a few key points to make about this pic.
- +1 Wounds
- Heavy Flamer now 12″
- Power Fist 2-flat damage.
- Chainfist D3 dmg (did a switch with the Power Fist on damage).
Hellblaster Squads
Alright, let’s talk about what DID change. It looks like the Heavy plasma Incinerator had its damage bumped up to 2-flat while shooting at its basic profile. We’re saying this because the other weapon options also follow their undercharged stats. Looking at the unit’s statlines, they’re completely unchanged.
Intercessor Squads
So here’s the thing about Intercessors. They look also look unchanged except for the fact that the Auxiliary Grenade Launcher is it’s own wargear option now. Before, it was just a grenade profile with 30″ range. With that being said, we’re not sure what the appeal is going to be to Intercessors in the future.
Scout Squads
For the Scout Squad, surprisingly, the Scouts didn’t get that extra wound. It seems like GW sees that extra layer of power armor around firstborn Marines as an extra wound. Definitely interesting to see Scouts left out of all the wound sharing lately. Another shocking change that DIDN’T take place is the fact that the Scout Boltgun didn’t have its range boosted although we saw regular firstborn Marine Boltguns also go up to 30″.
Of the things that DID change:
- -1 AP on chainswords.
- Heavy Bolter now 2 flat dmg.
- Shotgun got +6″ range
Incursor Squads
It looks like there weren’t any basic profile changes to the Incursor Squad. While these guys are the newest Primaris Troop to hit the line it’s not super surprising. Although, on an interesting note, GW separated grenades as different wargear options and their knife that explodes on hits of a 6+ now has -1 AP.
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Ironclad Dreadnought
You may not see this guy on the tabletop a whole lot but using the old Dreadnought chassis, he’s actually disgusting. The Ironclad is T8 and is packed with a host of melee weapons to pick from that can rip a new b-hole in any piece of armor without an invuln.
The basic statline is unchanged, however, the Flamer and Chain Fist are getting reworked to be:
- Heavy Flamer +4″ (now 12″)
- Chain Fist 2D3 dmg instead of 4.
We saw how the Terminator Chain Fist just changed to D3 damage instead of a flat 2. While Chain Fists and Power Fists cost the same for terminators, it comes down to the player on if they’d rather have higher AP or consistent damage on successful wounds. The Chain Fist on the Ironclad looks to be no different.
With these changes noted, if you want to ball out in melee, you could always go for the Seismic Hammer weapon that has both insane AP and consistent damage st Sx2 -4AP 5 dmg.
The Razorback & Rhino
The basic profiles of both units didn’t change at all. Actually, the only thing that did change was that the Hunter-Killer Missile went up to Strength 10. Technically the Heavy Bolter changed too but we’ve seen the updated profiles in the past on other units.
Now back to the Hunter-Killer…It makes sense for this thing to pack a serious punch. If you’re paying points for a one-shot weapon, it needs to be brutal. Another interesting point to make is that only half of the wargear options for these units are listed. We’re not sure if GW would take away other wargear options like the Twin Heavy Flamer, Twin Assault Cannons, Plasma gun, etc., or if they are just simply showing the wargear profiles of options that only come in the box.
All in all, the Razorback/Rhino got a small buff now wounding most vehicles on 3’s with the HK Missile. It makes sense to see GW help that weapon out a bit. Hitting on a 3+ and wounding on a 3+ for a one-time-use rocket is still risky for the player using it.
Space Marines Devastators
So this datasheet is more full of rules discrepancies and what looks to be wrong wargear stats. Let’s jump into the tweaks. Starting off, Devastators got that extra wound which is cool. As for changes and other weird tweaks…
- Boltgun is only 24″ range after we’ve seen it as 30″ on another datasheet.
- Thunder Hammer is only 3 damage after we’ve seen it as 4 damage on another datasheet.
- The Multi-Melta is D6 shots at S5 -1AP 1 dmg? ( a blatant misprint?).
Looking back, there are a few weird changes that took place (like on the Scouts, Devastator, and Redemptor Dread profiles). But overall, Space Marines look to be getting buffed even more in the days ahead. Although ultimately, it’ll come down to how much their points go up as well.
Stormraven’s Datasheet
This first pic here is super blurry, but from what we can tell, the base statline hasn’t changed at all.
Now let’s talk about what did change.
- Twin Multi-Melta got +2 shots
- Plasma Cannons now 2 damage base and 3 damage overcharged
For the weapon that has us scratching our head, the Hurricane Bolter is just a bunch of regular Bolters taped together. However, the weapon is still only 24″ range even though we’ve seen the regular Bolter listed as 30″ in other places. It’s also a bit surprising to see the Heavy Bolter get its damage doubled (now doing 2) while the Assault Cannon is staying the same… Definitely some strange tweaks although the overall damage output on the Gunship has gone up a decent amount.
Stormhawk & Stormtalon Datasheets
The only thing that’s changed is that the degrading movement on the Stormhawk Interceptor got a little buff.
- Second wound bracket: +5″ max movement
- Third wound bracket: +5″ max movement
There aren’t any changes to note on weapons it looks like (aside from the stuff we already know like Heavy Bolters going to 2 flat dmg).
With that said, the movement tweaks may seem small, however, now that maps have also gotten smaller, these guys will be even more capable of reaching exact areas of the board where they need to be.
For the Stormtalon Gunship, the changes were about the same.
- Second wound bracket: +5″ max movement.
- Third wound bracket: +10″ max movement.
Again, it just means you’ll be able to squeeze a bit more distance out of these flyers as they absorb a little bit of hate on the board. Although the only players still running these guys at the moment are Iron Hands.
Vindicator Datasheet
As for the Vindicator, just like the Rhino/Razorback from earlier, the only thing that’s really changed is the HK missile going up to Strength 10. It’s a nice welcome for this unit as it guarantees at least 2 S10 shots (when combined with the main gun) if you roll poor.
What are your thoughts on all the New Space Marines 9th Edition 40k Rules So Far?
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