 New 10th Edition 40k Space Marines are here – from Stratagems, Datasheets, and army rules; here is our review guide on how to play them.
New 10th Edition 40k Space Marines are here – from Stratagems, Datasheets, and army rules; here is our review guide on how to play them.
In 10th Edition Warhammer 40k, each army has a new style of play, rules, and plenty of changes. If you’re wondering how to play Space Marines or if you should start playing them, this review gives you plenty of info to mull over.
How to Play Space Marines in 10th Edition 40k: Rules Guide
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The new Space Marines 10th Edition detachments, enhancements, and stratagems rules come from Warhammer Community.
Each Chapter of Space Marines has their preferred ways of fighting, from the massed jump pack assaults of the Blood Angels to the disciplined firing lines of Imperial Fists. However, all Space Marines are drilled day and night to fight in whichever way fits the mission best, and that’s why in the upcoming Codex: Space Marines all seven Detachments can be adopted by any Chapter that sees fit.
Now, there are no more “specific” codex chapters, meaning any previous codex chapter can use any of the rules. While some are meant to mimic classic chapters, you don’t have to use the rules for that chapter.
The remaining Detachments can be used by Space Marines of any Chapter, but play into traits commonly associated with the six First Founding Chapters who most closely follow the Codex Astartes. So if you want to mount a heavy static defence in the mode of the Imperial Fists, you are not obliged to paint your troops yellow. Even Carcharodons have to dig in sometimes!
Including the Gladius Task Force, players will get six more detachments on top of that.
The next Codex: Space Marines is almost ready for release, and with it comes a vast array of new rules for your Angels of Death. In particular, six new Detachments join the Gladius Task Force, adding opportunities for characterful thematic forces specialising in vanguard troops, lightning assaults, and close-range firepower.
Pre-Codex Version of Oath of the Moment
But first, a major update – the Oath of Moment army rule is changing. You still select one unit each turn to be your target, but now you only reroll Hit rolls against them, instead of Hits and Wounds. This will mean Space Marine players need to choose their target more carefully, though there are new and updated skills across the faction that bring more opportunities to re-roll Wound rolls.
Let’s start with the significant change before we get into the other rules. You only re-roll hits now, not wounds as well. Oath of Moment was giving them a ton of re-rolls, so it’s probably not a bad idea.

Stormlance Task Force Detachment Rules
This is a great ability for low-cost armies that might not want to spend points on dedicated transports, as the opportunity to charge after an Advance gives foot-slogging assault infantry a vital boost in mobility.
This rule allows for a crazy amount of movement, negating the hit to mobility you must take if you want to make a charge.
It’s also a top quality choice for any models whose abilities activate after a charge, like the new Jump Pack Intercessors. The mortal wounds they deliver with Hammer of Wrath can really rack up, especially when dished out on every one of their turns.
Paired with the Lightning Assault, this can turn your Jump Pack Astartes into devastating charge machines.
The Wind-Swift Evasion Stratagem allows you to reposition or chase down fleeing enemies, and aggressive commanders can ensure their troops get close enough for hand-to-hand combat.
Pairing with the speed motif, this stratagem can be helpful in getting the heck out of dodge when the time is right.
Vanguard Spearhead Detachment Rules
Stealthy armies prefer to mitigate as much damage as possible while they engage their targets. The Vanguard Spearhead Detachment is perfect for exactly this kind of combat, but their techniques are also a fit for long-ranged shooting armies who want to keep their targets at arm’s length.
All the stealth in the world won’t help if you can’t kill your targets on arrival, and a quick Strike from the Shadows Stratagem will help out. Try using it on a Desolation Squad combined with their Targeter Optics ability for some hyper-accurate fire support.
Preparing for your quintessential sneak attack, this long-range stratagem could set up some interesting Shooting phase plays.
Best of all, the Shadow Masters Detachment Rule works on all Adeptus Astartes units whether they’re naturally sneaky or not. It might not help against melee attacks, but when a unit can’t be easily charged – like, say, a squadron of Stormraven Gunships – there’s little you need to worry about.
Paired with the above strategem, Shadow Masters ensures that you’ll be holding the advantage with 12″+ ranged attacks against your Astartes units.
How to Play Space Marines: Gladius Strike Force Stratagems

Lastly, Honour the Chapter will add Lance to your units and increase your AP in the Assault Doctrine.

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: Gladius Strike Force
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+!
1st Company Task Force Detachment Rules
This Detachment gives you a great opportunity to get the most out of the shiny new Terminators and Sternguard Veterans coming out alongside the Codex, as well as units of Bladeguard Veterans and Vanguard Veterans. Their unique rule – Extremis-level Threat – lets them single out a target for certain destruction once per game, and lasts across both your and your opponent’s turn.
This might be why they changed the Oath of the Moment rule, but it is only once per battle, so use this wisely! This is meant to be the generic marines, whereas the Ultramarines are more of the Gladius Task Force.
Three of the four Enhancements – like Iron Resolve, which gives characters the Feel No Pain 5+ ability – allow a model to extend his own boost to an entire squad once per game.
While having a 5+ FNP for the bearer is fantastic, giving your whole Terminator unit a 5+ FNP is insane! Again, this is only once per battle, so use it wisely!
Their experience keeps them cool under pressure, and enemy charges find their attacks blunted by their Legendary Fortitude.
This can be huge for Terminators, as they will be even harder to kill, especially if you pair this with the 5+ FNP.
Space Marines Detachments: Firestorm Assault Force
Their Detachment rule, Close-range Eradication, grants the Assault keyword to all weapons, letting units Advance without losing their ability to shoot. Once they get close enough, that extra pip of Strength puts many weapons over critical thresholds for damage.
Your Eradicators will love how their Strength 10 melta rifles do a much better job of boring holes in Toughness 10 tanks, while Infernus Marines do an even better job of barbecuing Tyranids and Orks with Strength 6 pyreblasters.
You are right if you guessed this was supposed to be the Salamanders. This lets you keep moving, firing, and adding strength to the attacks. Strength 10 meltas are no joke, and Strength 6 flamers are about as strong as you’ll find.
While you’re that close, you might also like to crack a few heads with boosted melee weapons on your fightiest character, and the War-tempered Artifice Enhancement provides. Who doesn’t love power swords that hit as hard as a power fist?
Well, if you want a combat monster character, this will be the Enhancement to take!
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.




If you want to download all the new Blood Angels 40k 10th Edition datasheets index cards PDFs for free, you can here!
How to Play 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!



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.



If you want to download all the new Space Wolves 40k 10th Edition datasheets index cards PDFs for free, you can here!
How to Play 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.



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 to.




How to Play Space Marines With Forge World 10th Edition 40k Points Added


Obviously, Space Marines have the most points out of everyone; they also have all the Chapters with separate point sheets that you can check out here.
Watch the video below for some more insights into the faction.
Is It Still Worth Playing Space Marines?

Updates, in general, for any game are just good business. That being said, it also seems like in 2023-2024, GW will have its hands full trying actually to get out all these codexes.
They are basically the first up for a new codex, so even if you don’t love the index, you’ll be able to have some big changes soon.
Here’s all the latest on the Space Marines 10th Edition rules updates and points changes for Warhammer 40k
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