Here are all the 10th Edition Warhammer 40k rules for Space Marines, including Guilliman, Doctrines, and index cards datasheets!
In the dystopian universe of Warhammer 40,000, the Adeptus Astartes, or the Space Marines, stand as the bulwark against the myriad threats that seek to unravel the fabric of the Imperium.
With the arrival of the game’s 10th edition, the sons of the Emperor are equipped with new rules, revitalized tactics, and bolstered ranks, ready to bring the Emperor’s wrath to their foes with renewed vigor and unyielding resolve.
New Space Marines 10th Edition 40k Rules: Datasheets & Index Cards
This guide is your gateway into the heroic saga of these superhuman warriors. It will delve into the new facets of the 10th edition rules that elevate the Space Marines, the Emperor’s finest, to greater glory and valor. Whether you command the zealous Black Templars, the mysterious Dark Angels, the stoic Ultramarines, or any other renowned Chapter, you will find these new rules enhancing your experience on the tabletop battlefield.
These new 10th edition Warhammer 40k rules open up new tactical possibilities, fortify the unique combat doctrines of each Chapter, and breathe fresh life into the arsenal of these legendary warriors via free index cards datasheets!
Click the links below for the latest on 10th Edition Warhammer 40k and the full articles!
- Warhammer 40k New 10th Edition Release Guide: LATEST
- New 10th Edition Warhammer 40k Starter Set
- What Will Happen To Codex Books in 10th Edition
- All the Latest 10th Edition Rules Changes
- How to Build Army Lists in 10th Edition Warhammer 40k
- Full 10th Edition Warhammer 40k Core Rules Book
Now, let’s jump into the new rules!
Space Marine PDF Datasheets Index Cards 40k Rules for 10th Edition: (June 9th, 2023)
The new rules come from Warhammer Community.
Games Workshop showed off all the units, but we’ll focus on the army-wide rules. If you want to download all the new Space Marine index cards PDFs for free, you can here!
If your enemy has one giant unit you need to take down, this will be super strong. Considering you do this every turn, you should hopefully be able to take out the primary target each turn. This also goes to every chapter, and from what we’ve seen, most chapters will get an additional bonus on top of Oath of Moment.
Lastly, you can only include one chapter in your army from the looks of it.
So, there are only three doctrines, but if you notice, it says you can select one, meaning you don’t have even choose one on a turn where it won’t help much. However, after you’ve selected one, that’s it for the whole game.
Space Marines Stratagems
Armour of Contempt is making a return, but this time as a stratagem for a single unit. Only in Death Does Duty End is super strong, as you get to make attacks with every model that died that combat phase!
Lastly, Honour the Chapter will add Lance to your units and increase your AP in the Assault Doctrine.
Adaptive will let you use your other doctrines on a single unit later in the game, which can be an excellent way to get off some extra charges after advancing.
Storm of Fire is really strong when you’re in the Devastator Doctrine, as it not only ignores cover but also adds to the AP.
Lastly, you can make a move when an enemy comes within 9″ of you when advancing or falling back, and it could make for some engaging scenarios.
Space Marine Datasheets Enhancements: 10th Edition 40k
Artificer Armour is super strong as it increases the save to a 2+ and gives you a 5+ FNP! The Honour Vehement will turn your character into a combat monster, especially in the Assault Doctrine.
Adept of the Codex will allow you to basically be in Tactical Doctrine the whole game if you want. Finally, bolter Discipline is great for a unit with many shots, as they gain Sustained Hits and critical hits on a 5+!
Space Marine Chapters Index Cards Downloads 10th Edition 40k Rules: (June 12th, 2023)
The new Space Marines 10th Edition 40k index datasheets cards rules download are located on Warhammer Community.
We’ll start with the Blood Angels, but there are five chapters this time around, and we’ll cover all of them!
The Blood Angels, for example, bring along the dreaded Death Company, led by the seraphic Commander Dante for a maelstrom of bloody close combat.
This is super strong, as +1 Attack and Strength will make your Blood Angels monsters!
They are very focused on combat with the ability to consolidate further, get lance and lethal hits, and can gain tons of re-rolls!
Again, these all focus on melee, and you can either fall back and charge or fight even after having models destroyed!
For Enhancements, you can either get better AP (and a 2+ save), get rid of OC, kill chaos better, or force all fallbacks to be Desperate Escape Tests!
If you want to download all the new Blood Angels 40k 10th Edition datasheets index cards PDFs for free, you can here!
Dark Angels Index Cards
The Dark Angels make sterling use of their Grim Resolve ability to hold objectives to the last, while making sure enemy forces pay dearly in blood for any objective they cede. They’re also bringing along their Primarch.
This could be huge, as you can still keep your objectives even when battle-shocked and might be able to sneak out a few extra Victory Points!
Being able to fall back and act normally is always strong. Then Lethal Hits on a 5+ is powerful, and giving your weapons all the keywords is awesome too!
Unbreakable Lines is super strong, as it can keep your unit alive for way longer! Then, you can shoot in your opponent’s shooting phase, so some pretty awesome stratagems overall.
Shroud of Heroes is incredible, as it just brings your characters back to life on a 2+! Then, you can also buff up your characters, and they get even better when they are battle-shocked.
If you want to download all the new Dark Angels 40k 10th Edition datasheets index cards PDFs for free, you can here!
Space Wolves Index Cards 40k 10th Edition Datasheets
The Space Wolves are also potent close combat specialists, but trade the refined grace of the Blood Angels for savage barbarian assaults and potent mysticism. All in the name of the Emperor, of course – no need to call the Inquisitor.
This is pretty flavorful for Space Wolves, and if you can attain these sagas, you gain some pretty sweet bonuses! Getting something like an army-wide 6+ Feel No Pain, Lethal Hits, or better OC can help an army overall.
While they aren’t hard to do, you must pick the right one in the right turn.
You can either improve your AP or get a powerful Feel No Pain; both are improved when you complete your saga.
They also have an increased consolidation, the ability to charge and shoot if they fall back or advance, and get saga benefits even if you haven’t completed them yet!
The Enhancements are decent and can really buff up your character.
If you want to download all the new Space Wolves 40k 10th Edition datasheets index cards PDFs for free, you can here!
Space Marine Chapters Index Cards: Black Templars
The Black Templars temper their extraordinary zeal with well-drilled blade skills, giving little heed for the tenets of the Codex Astartes as they crusade across the galaxy.
You can pick one of the four and get a big army-wide buff for the whole game! All of these are pretty strong, and depending on the army you’re against, you can get some cool bonuses.
Getting double vows is super strong for a unit, and forcing a unit to stay in combat is always a fun stratagem!
They have the ability to fight after death, but unlike some of the other chapters, you have to roll for each model. Crusader’s Wrath is super strong if the proper vow is on, and lastly, pretty much every chapter gets Armour of Contempt.
You can either go for more AP, Attacks or get great at killing psykers. Lastly, Tannhauser’s Bones might be the best, as it not only halves damage, but if you have the proper vow active, your unit gets a 5+ FNP, which is super strong.
If you want to download all the new Black Templars 40k 10th Edition datasheets index cards PDFs for free, you can here!
Deathwatch Index Cards
Finally, the Deathwatch continue their long vigil against the xenos menace with the most adaptable veterans in the Space Marines roster. They’re also startlingly effective against non-alien armies, which has caught more than a few traitors unawares.
It’s nice to see the essence of the Kill Teams stick around, but for the most part, you go with what the majority of the army is. This also lets you embark all kinds of models into a transport, which doesn’t have as many restrictions as they used too.
You can only select these tactics once per game, but each is quite strong with either Lethal Hits, Sustained Hits, or Precision.
Hellfire Rounds stick around, which is perfect for killing any infantry and pretty great for monsters. Then, you can also teleport your units all around or get more than one tactic at a time.
Kraken Rounds give you more range and AP, while the Dragonfire Rounds move all your weapons to assault! Plus, you can select two units for only 1 CP with each of these!
Lastly, their enhancements are pretty substantial, with all kinds of buffs to your characters, and you can even force tanks not to shoot! Then, you can teleport around for free, which is just insane. If you want to download all the new Death Watch 40k 10th Edition datasheets index cards PDFs for free, you can here!
Warhammer 40k Ballistus Dreadnought 40k 10th Edition Rules: (May 18th, 2023)
The new rules come from Warhammer Community.
When the metal Dreadnoughts were replaced with a plastic kit, the twin lascannons and missile launcher options were in the box. The Ballistus Dreadnought has longer legs than the Castra Ferrum, though – more akin to a long-distance runner, so it’s much cooler when it strolls out at high noon.
Along with those big guns, the Ballistus sports a twin storm bolter giving it enough dakka to make an Ork green with envy. It can also stomp its feet if anything gets too close. While it might struggle against dedicated melee monsters such as the Trygon, this should be enough to prevent the odd Termagant from tying it up in combat.
The model is pretty cool, as it basically just combines the old Dreadnoughts and the new Redemptors! Luckily, GW gave us the full datasheet this time!
This will be a tough cookie with 10 Toughness, 2+ save, and 12 Wounds. Plus, its weaponry is quite strong, with either a ton of shots from the missile launcher or a D6 damage option. Then, the lascannon goes up to strength 12, with -3 AP, and D6+1 Damage. Then, when you’re firing this at an above-half-strength unit, you get to re-roll all the hits!
New 10th Edition Space Marines Rules Revealed By GW!
The new rules come from Warhammer Community.
Space Marines are organised into self-contained Chapters, which must be highly self-sufficient in the field. The standard doctrine of the Codex Astartes emphasises flexibility – as exemplified by the Gladius Task Force Detachment. This battle-tested formation is available to every Space Marine Chapter, whether they’re slavish adherents of the Codex Astartes or slightly more eccentric.
The Detachment rule for the Gladius Task Force is Combat Doctrines, which gives players the choice of three powerful disciplines to focus on at the start of their Command phase. These can really turn the tide at a critical moment.
It’s interesting because, from the sounds of it, you will only be able to be in these three doctrines once throughout the game, meaning three turns max. However, it says you can pick one, meaning you don’t have to, so maybe on the first turn, you don’t pick.
The doctrines aren’t as focused on getting bonuses to hit or more attacks; they are all movement based. Assault Doctrine might be the best to us, as you can just advance your army up and still get off those charges!
New 10th Edition Warhammer 40k Space Marines Datasheets
What can be said about the Land Raider? This venerable transport is to regular tanks what a Space Marine is to regular humans – a huge, impregnable demigod of a machine that protects its passengers just as well as it fights back, ferrying heavy weapons and heavier troops into battle.
The Assault Ramp is back, dropping cargos of Terminators, Aggressors, or whatever else you choose right into the thick of things, ready to charge.
While they already talked about the Assault Ramp, it’s just nice to see the Land Raider actually have its fluff back! This is also the first time they really showed how damage works, and it’s pretty interesting.
All that gets knocked is the hit roll. Movement stays the same, and it only has one there, meaning vehicles may just be better than ever! Next up, the Lascannon has Strength 12 while the vehicle has 16 wounds, and OC 5! Meaning this could really easily take objectives.
Few units in the Space Marine roster are as big and powerful as a Land Raider, but the Primarch of the Ultramarines certainly fits in that category. Roboute Guilliman is as tough as a tank and twice as deadly, even before we factor in his superhuman spreadsheet skills.
The Lord Commander of the Imperium is a strategic genius par excellence, switching up his abilities every turn to make sure he’s always supporting his men as best as he can. Another great way to support the troops is by turning your enemies to paste, a fate Guilliman is only too happy to mete out with the Hand of Dominion and Emperor’s Sword.
Well, his profile is getting a considerable buff; here are the changes from 9th Edition that we spotted:
- Toughness goes up to 9
- Wounds go to 10
- More attacks and more Strength on both weapons
- Worse Invulnerable save, but comes back on a 3+ and gets the automatic 6 wounds
- Auras totally changed, now adding OC, casting free Stratagems, and re-rolling LD
New 10th Edition Warhammer 40k Weapon Rules
When tides of ravenous Tyranids swarm over the horizon, Redemptor Dreadnoughts spin up the heavy onslaught cannon. These spit out an eyewatering 12 shots at Strength 6, a storm of bullets that will perforate low-Toughness targets in their droves – and can even rend through heavy armour via the Devastating Wounds ability, causing it to deal mortal wounds on Critical Wound rolls.
With 12 attacks, they should be perfect anti-infantry weapons; however, they have no innate AP.
With vehicle Toughness going way up in the new edition, certain anti-tank weapons have become more specialised against improved armour, while others have seen a boost in strength. In the latter category is the heavy laser destroyer atop the Repulsor Executioner – a perfect expression of the Space Marines’ martial might. Or for extra fun, point one at a Termagant and watch them disappear like magic.
With Strength 16, you should still wound almost all tanks on a 3+. Then, AP -4, 2 shots, and D6+4 damage could bring down a tank in a single (or two) shot!
GW Reveals New 40k 10th Edition Faction Rules for Space Marines: (April 7th, 2023)
The rules come from Warhammer Community.
The Index Cards released at the dawn of the new edition will each come with one Detachment, representing a common fighting style for a particular faction, and more will emerge as new Codexes arrive and armies expand. There is one golden rule: every Detachment must fit onto a single double-page spread. This means you’ll never need to go leafing through an armful of rulebooks to find that key Stratagem – you’ll have your core rules, your datasheets, and two pages of unique rules, and you’re good to go!
With only two pages of unique rules (we assume this includes all Stratagems, Relics, and Traits), it should be pretty easy to keep track of everything. Also, let’s hope this means when they come out with codexes, they have more lore and some form of free rules.
On top of this, every faction gets an army ability regardless of which Detachment you’re using. This represents the totemic aspect of that faction in war – so the Orks get Waaagh!, Tyranids get Synapse, the Astra Militarum get Orders, and the Space Marines get Oath of Moment.
Those all make sense so far, and now it looks like you won’t have quite as many rules considering Nids get Synapse as their singular army rule (but then you get to pick detachment rules on top of that). Then, getting to re-roll hits and wounds against a unit for totally free is awesome.
Also, this will make Terminators hit on a 2+ for almost every weapon and get re-rolls, so they should never really miss or not wound the chosen target.
Warhammer 40k 10th Edition Faction Rules: Stratagems and Enhancements
No Detachment will contain more than six Stratagems. Add that to a robust universal menu of 12 Core Stratagems, and there’s now simply less to keep track of. Armour of Contempt returns as a Stratagem for the Gladius Task Force, the first Space Marine Detachment.
Well, at most, you can have 18 Stratagems, which is still a decent amount, but considering most are generic, it should be pretty straightforward. This is like a NERFed form of AoC as it only affects one unit but could still be super useful for only 1 CP.
Enhancements replace the old Relics and Warlord Traits, offering a unified list of unique upgrades for each Detachment. Unlike Stratagems, there are no Core Enhancements – each one is tied to a specific Detachment for a specific faction, tailored to your roster and abilities. These include refined personal wargear like Artificer Armour, or tactical talents that allow a commander to enhance the unit they’re leading.
It looks like they are just combining Relics and Warlord Traits into one now, and it should make it easier to select stuff for your characters. This isn’t anything too crazy, but having a 5+ FNP and a 2+ Save is always lovely!
New 10th Edition 40k Terminators Rules Datasheet: (April 4th, 2023)
Games Workshop revealed the following new 10th edition Warhammer 40k rules for the new Space Marines Terminators.
One of the core design goals of the new edition of Warhammer 40,000 is to make notably tough units tougher, and allow them to withstand punishment befitting their reputation. Terminators, for instance, retain their iconic 2+ Save but get an increased Toughness of 5 and a 4+ Invulnerable Save right out of the gate, boosting their resistance to massed low-strength weapons and armour-piercing cannons alike.
Their Leadership score of 6+ is also excellent in the new edition – on par with most Characters – though with an Objective Control score of just 1, they’ll need some help from Intercessors to hold down the fort.
Well, they are going to be super tough with three Wounds, five Toughness, a 2+ save (which will be better as there is less AP), and a 4+ invulnerable save. Then, they have some great weapons, but you’ll notice the AP is missing from the Assualt Cannon, but the Krak Missile is actually improved on Strength.
Power Fists and Power Weapons also have reduced AP. One last big thing, they have a lesser OC score than Intercessors, which means they will be making troops important.
Storm bolters and power fists go together like cheese and wine. The former has a new-look Rapid Fire weapon ability that gives you extra shots within half range – so with Rapid Fire 2 on top of the weapons base Attacks value of 2, they can still fire four times within 12”.
Nothing too crazy, but this does give the option for Rapid Fire weapons to get a 3x or 4x multiplier and get a ton of shots!
Rapid Ingress Stratagem & Deep Striking
Almost every datasheet in the game has its own special ability – many of which used to be Stratagems. Teleport Homer makes use of the new Rapid Ingress core stratagem to Deep Strike in your opponent’s turn.
Fury of the First, meanwhile, makes Terminators especially effective at destroying the target of the Oath of Moment – the Space Marine faction ability. We’ll find out what this does tomorrow, when we take our first look at faction rules.
As you can see, the Stratagems look a lot different than before. They seem pretty easy to read, with everything in a few sentences. They mention Deep Strike is back, which is a little different, as you can place the token on the battlefield and teleport the Terminators there.
Then, we’ll learn more about the Oath of Moment, but both that and Fury of the First seems to suggest that will still be hit modifiers in the game, and the Terminators will be hitting on 2s throughout the game!
How Objective Control, Leadership & Datasheets Will Work: (April 3rd, 2023)
Here’s the new info straight from Warhammer Community.
Objective Control – or OC – is a measure of how well a unit can secure critical locations. It’s an elegant means of clarifying a previously complex aspect of the game. Now each model has an OC characteristic, and to determine who controls an objective, you simply count up the total OC of all models within range. This small but impactful change breathes new life into basic troops – taking and holding ground is a newfound specialty and a clear key to victory.
Warriors that were previously categorised as Troops will generally have a higher OC than elite units – whose job is not to hold ground, but to strike and move on. Vehicles and Monsters also earn a more substantial OC, so Knights and the like can muscle smaller units off objectives.
This makes sense considering a Knight can bully foot troops off an objective. However, we’re happy to see them keep troops with a higher OC score than some of the more elite faction choices. With that said, though, vehicles having a higher OC score will be able to move up and claim objectives easier than before.
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