We’ve got the full Space Marine Codex breakdown, with all 15 detachments, 85 datasheets, and the core rules shaping how you build Marines in 11th Edition.
This is the big Space Marine release for Warhammer 40k 11th Edition, following the template the Ork Codex set as the first 11th Edition drop. We already saw the kits and the book together in the first look, and plenty of what’s inside traces back to the Armageddon launch box.
With the rules finally in front of us, the stat-line changes are pretty obvious, and Detachment Points mess with army building more directly. If you’ve been following the codex release schedule and wondering if Marines were actually getting a proper book, well, here it is.
New Space Marines Codex Has 15 Detachments and Three Editions You Can Buy
Updated on September 24th, 2026 by Rob Baer with the full Space Marine Codex rules, the detachment point costs, the core rules, and the Legends casualty list.
- What’s New: we’ve got enough of the codex to look at the core rules, all 15 detachments, and the datasheets together instead of as scattered pieces.
- Detachment Points: Gladius Task Force costs 3 and can’t combine with anything. Every other detachment costs 1, and the same structure rolls out to every Astartes flavor in the game.
- Core Rules: Combat Doctrines are declared at the start of your command phase, while Transhuman Strategist gives you a Command Point every battle round as long as your Warlord stays alive.
- Psychic Changes: Librarius runs on psychic points now, and every cast comes with a roll that can battleshock your own unit.
- The Detachments Nobody Covered: Ironclad Champions for Dreadnoughts, Terminator Storm Force, Tacticus Attack Force, and two Gravis detachments are all in the mix.
- Legends Casualties: recent Primaris kits went too, including Suppressors, the Hammerfall Bunker, and Uriel Ventris.
- Biggest Takeaway: the cheap, focused detachments look like they do more work than the expensive general-purpose one.
New Space Marine Codex Price & Release Date:
- Space Marine Codex Release Date: October 3rd, 2026
- Pre-Order Date: September 19th, 2026
- Retail Price (MSRP/RRP): $40(USD). Regional pricing is listed below.
Games Workshop has three versions of the 232-page Codex: Space Marines coming for 40k players: the regular softback, a Special Edition hardcover, and a Limited Edition Codex Set.
And no, you don’t need to worry about which version has the “real” rules. All three versions have the same lore, artwork, hobby content, 15 detachments covering a wide spread of Space Marine armies, and 85 datasheets for the core weapons, infantry, characters, transports, tanks, and Speeders.
Oath of Moment is Dead, and Combat Doctrines Are Back!
Combat Doctrines
Oath of Moment is gone now. GW’s first Space Marines rules preview confirmed Combat Doctrines are taking its place, giving Marines three options that can each normally be picked once per battle. Unless another rule says otherwise, a unit can only be under one doctrine at a time.
- Assault Doctrine: A unit can still charge after it Advances.
- Devastator Doctrine: A unit’s ranged attacks gain [ASSAULT].
- Tactical Doctrine: A unit can still shoot and charge after it Falls Back.
Assault Brethren, Devastator Brethren, and Tactical Brethren each give you another use of their matching doctrine. The catch is the Unique: Doctrines tag, so you’re picking one rather than piling all three together.
Armor of Contempt is still a 1CP Stratagem in Gladius and all three Brethren detachments, reducing the AP of attacks going into one Marine unit.
Captains, Lieutenants, and Transhuman Strategist
Captains aren’t handing out CP discounts anymore. Instead, they can flip their own unit into whichever doctrine it needs, even if the rest of the army is doing something else. Transhuman Strategist also gives you an extra Command Point every battle round as long as that Captain, or Chapter Master equivalent, is your Warlord and stays alive.
Lieutenants get their own spin on that setup because now, their unit can use a doctrine a Captain has already switched into somewhere else on the table.
A Tactical Brethren enhancement can leave a Captain permanently in Tactical Doctrine alongside whatever doctrine the army is using. Roboute Guilliman doesn’t bother choosing at all and just has all three active.
Named characters get more out of the right doctrine, too. Adrax Agatone goes from re-rolling Wound rolls of 1 to full Wound re-rolls in Assault Doctrine. Caanok Var gets Sustained Hits 1 against everything except Monsters and Vehicles, plus Lethal Hits against Monsters and Vehicles in Tactical Doctrine instead of having to choose one effect.
It’s pretty simple until a Captain starts bouncing his unit between doctrines. You declare a doctrine at the start of your command phase, and it lasts until you declare another. If a Captain moves his unit into another doctrine, nothing stacks. That unit just changes doctrines.
Transhuman Strategist triggers at the start of every battle round. It’s a unit ability, not a Warlord trait, so if your Warlord dies, that Command Point income shuts off immediately.
Librarius Psychic Rules
The Librarius uses the same psychic-point setup as the Ork Codex. Psykers run on psychic points now, so a Level 3 character like Tigurius can use one Level 2 and one Level 1 power in the same round, or burn through three Level 1 powers. Most Librarians are Level 1 and pick one power each turn.
Powers happen automatically unless the unit is battleshocked, but every cast still comes with a roll. Roll a 1 and your own unit becomes battleshocked, then it can’t cast again until it passes a test in your next command phase.
Chapter Keywords and Deathwatch Allies
Chapter keywords work the way they did before, so Ultramarines take Ultramarine characters instead of borrowing somebody else’s Chapter heroes. Still picking a Chapter? Our guide to Space Marine army playstyles compares the melee, shooting and balanced options. The exception is a digital download that lets some Deathwatch models ally into any chapter.
Shock and Assault Disembark
Two transport tricks Marines were already using are just part of the 11th Edition core rules now. Shock Disembark is the Impulsor move, where the transport Advances and then drops off its passengers. Assault Disembark is the Land Raider ramp, where the transport moves, the squad hops out, and they’re still allowed to charge.
All 15 Space Marine Detachments in the 11th Edition Codex
You’ve got 15 detachments in the 11th Edition Space Marine Codex as well. Gladius Task Force costs three Detachment Points and has to run by itself, while everything else costs one. Here’s the full list and what each one costs:
- Gladius Task Force: 3 DP
- Assault Brethren: 1 DP
- Tactical Brethren: 1 DP
- Devastator Brethren: 1 DP
- Terminator Storm Force: 1 DP
- Tacticus Attack Force: 1 DP
- Tacticus Firestorm Force: 1 DP
- Phobos Shadow Force: 1 DP
- Phobos Shock Force: 1 DP
- Gravis Linebreaker Force: 1 DP
- Gravis Siege Force: 1 DP
- Stormlance Task Force: 1 DP
- Ironclad Champions: 1 DP
- Gauntlet Task Force: 1 DP
- Ironstorm Spearhead: 1 DP
The three Brethren detachments are tied to Combat Doctrines and have the Unique: Doctrines keyword. The two Tacticus, two Phobos, and two Gravis detachments are paired as well, so you can’t take both halves of the same pair.
The divergent each pick up three extra detachments, while the core codex chapters get one themed detachment apiece. Those all hit the app on day one instead of waiting around for another supplement later in the edition.
Gladius Task Force
Gladius gives you another Combat Doctrine use and lets units switch into whatever doctrine they need. It also hangs onto a big Stratagem toolbox with Armor of Contempt, A Worthy Deed for a 4+ fight on death, Might of Angels for Lance, Adaptive Strategy to move a unit between doctrines in the command phase, Storm of Devastation for Ignore Cover, and Responsive Tactics for a D6″ reactive move when an enemy ends within 8″.
The faction pack detachments Gladius replaces gave Marines plenty of flexibility without eating the entire Detachment Point allowance. Gladius costs all three points, though, so you’re trading those extra tools for the ability to mix cheaper detachments.
Its enhancements include:
- Laurels of Triumph for +1 Strength and +1 AP, doubled to +2 of each while Assault Doctrine is active. Stick it on a Captain with a power fist, and you’re looking at Strength 10, AP -4.
- Artificer Armor brings back a 2+ save with a 5+ Feel No Pain
- The Standard of the Emperor Ascendant gives the Ancient’s unit an extra Attack once per game.
Assault Brethren
Assault Brethren is basically the “you really wanted Assault Doctrine” detachment. Its Lance Stratagem adds AP while the doctrine is active, Duty and Death improves the fight-on-death roll in that same window, and the Imperium Sword enhancement gives six attacks at Strength 7, AP-3, Damage 3 without needing a Captain. You can even stick it on an Apothecary, which is pretty funny.
Another Infantry character enhancement gives out Sustained Hits against targets that aren’t Monsters or Vehicles.
Tactical Brethren
Tactical Brethren can push its reactive move out to six inches in Tactical Doctrine, slap an enemy with -1 to Hit, and run an aura that cuts the Command Point cost of Overwatch or Heroic Intervention by one.
Devastator Brethren
Devastator Brethren gets better Ignore Cover and AP while its doctrine is running, plus a return-fire Stratagem after one of your models gets picked up by enemy shooting. One enhancement can add Lethal Hits while improving Advances in Devastator Doctrine, and another gives +1 Attack, Strength, AP, and Damage to the bearer’s ranged weapons except Psychic attacks.
Terminator Storm Force
Terminator Storm Force starts with +1 to Charge. Tactical Dreadnought Fortitude costs 2CP for -1 Damage and works against both ranged and melee attacks, Corporium Reliquary lets a squad Deep Strike on turn one, and Gunship Extraction can yank one back into reserves.
Tacticus Attack Force
Tacticus Attack Force can use one Stratagem to give a unit Sustained Hits 1 into lighter targets or Lethal Hits into Monsters and Vehicles. Transhuman Swiftness also gives a Tacticus unit near an objective a 1CP interrupt.
And since this is the Assault-focused Tacticus force, you also get re-rolls to Advance rolls.
Tacticus Firestorm Force
Tacticus Firestorm Force runs Codex Fire Patterns, which lets Rapid Fire work at maximum range instead of half range. For Hellblasters, that’s three overcharged plasma shots at 24″.
Its Stratagems include extra Objective Control, Ignore Cover plus Close Quarters for non-Blast weapons, and a choice between Sustained Hits against targets that aren’t Monsters or Vehicles or Lethal Hits against Monsters and Vehicles. Its enhancements bring a redeploy and a Leadership-focused upgrade.
Phobos Shock Force
Phobos Shock Force wants its units starting hidden. When they pop out, they can re-roll Wound rolls for the turn, and another Stratagem piles on +1 Strength and Lethal Hits. It also has both a reactive move and a reactive -1 to Hit.
Phobos Shadow Force
Phobos Shadow Force is the sneakier one, with a D6 move-shoot-move rule and the ability to stay hidden while shooting.
Gravis Linebreaker and Gravis Siege Forces
Both Gravis detachments run Walking Fortress, giving +1 to Hit on ranged attacks after a normal move unless the weapon is Heavy. So Aggressors and Eradicators can keep moving without losing accuracy, while Annihilating Force can add Lethal Hits and Armoured Impact throws out mortal wounds on the charge.
Stormlance Task Force
Stormlance is all about Mounted and Speeder units. Lightning-Fast Strike gives them extra Movement plus a normal move at the end of the Fight phase, and the detachment also has an automatic six-inch Advance Stratagem and access to -1 to Hit against ranged attacks.
So a bike squad can charge in, clear something off, then scoot 14″ back out before the enemy can pin it down.
Ironclad Champions
Ironclad Champions’ core damage rule comes out to roughly a 17% bump on average. Adamantine Terror Bomb battleshocks whatever is tangled up with a Dreadnought, while Unstoppable Advance gives Mobile so one can move through dense terrain.
Gauntlet Task Force
Gauntlet is the transport detachment. Anything one of your transports shoots becomes assailed, then a unit that disembarks that turn gets Sustained Hits 1 against it. And the unit doesn’t even have to get out of the transport that marked the target.
The detachment also changes disembarking from wholly within to within. On a Terminator, that’s basically another base width, around 40mm, which can make a real difference when you’re trying to squeeze models through a narrow gap.
Ironstorm Spearhead
Ironstorm Spearhead lets non-Walker Vehicles re-roll one Hit roll and one Wound roll on attacks, so Dreadnoughts miss out on that benefit. Its upgrades can add Heavy or give a Vehicle a 5+ invulnerable save while healing one wound in each Command phase.
Might of the Machine Spirit costs 1CP and lets a Vehicle that isn’t a transport, flyer, or walker ignore modifiers to Movement, Ballistic Skill, Hit rolls, and Wound rolls.
Space Marines Datasheets Power Up in 11th Edition
The basic Marine profile went up, and a bunch of the weapons did too. Bolters, chainswords, combat knives, and bolt pistols move to Strength 5, Tacticus armor hits Toughness 5, and Phobos units trade that extra toughness for an eight-inch move.
Space Marine Codex Weapon Profiles
Regular bolter-style guns move to Strength 5, AP -1, Damage 1. Bolt rifles come in at 24-inch range with two shots and Rapid Fire 1.
Heavy bolters stay at three shots, Strength 5, AP -1, Damage 2, but now pick up Rapid Fire 2. Some lighter support weapons, including heavy stubbers and fragstorm guns, stay down at Strength 4 and AP -1.
Multi-meltas move to Strength 10, AP -3, D3+2 Damage with Melta 3, while the smaller melta weapons use Melta 2. Lascannons and Krak-style missiles swap D6+1 Damage for D3+3, so Marine anti-tank isn’t leaning as hard on one big damage roll anymore.
Assault cannons land at Strength 6, AP -2, Damage 1 with Sustained Hits. Primaris gatling weapons move to AP -1 and trade their broad Devastating Wounds rule for Sustained Hits plus Devastating Wounds against targets that aren’t Monsters or Vehicles.
Thunder hammers are Strength 8, AP -2, Damage 3 with Devastating Wounds. Usually, the trade is an Attack or a worse Hit roll compared with a power fist.
Power fists stay at Strength 8 and Damage 2. Bladeguard and Vanguard-style master-crafted power weapons remain Strength 5, Damage 2, while some Captain weapons and Vanguard relic blades can push up to Strength 6.
Gravis armor goes to Toughness 6 with three wounds, and bikes reach Toughness 6 too.
Intercessors
Intercessors keep Battleline and OC2, but Tactical Mainstay is the rule worth reading twice. It lets them perform actions while shooting, charging, fighting, engaged, or battleshocked. Losing Objective Secured to the Ancients hurts, but at least they can keep scoring instead of standing around babysitting an objective.
Their Sergeant picked up a Strength 10, AP-2, Damage 3 shot with Rapid Fire, while bolt pistols climb from Strength 4 AP0 to Strength 5 AP-1.
Heavy Intercessors
Heavy Intercessors sit at Gravis Toughness 6 with three wounds and OC2. Their heavy bolt rifles are 30″ at Strength 5, AP-1, Damage 2, and get enough Rapid Fire to reach three shots at medium range, while their defensive rule becomes +1 to Save while they control an objective.
They’ve been “pretty decent, but why am I taking these?” for years. This profile at least gives them a better shot at moving Marine-equivalent infantry off objectives.
Assault Intercessors
Assault Intercessors trade their Wound re-rolls against units on objectives for +1 Strength and +1 AP on the charge. Their regular chainswords can reach Strength 6, AP -2 while the bonus is active, and any attached characters get the same boost.
Sternguard Veterans
Sternguard Veterans get artificer firearms that work like the Meganob combi profiles. You count as carrying every version, then pick which one you’re firing: two shots at 24″, four shots inside 12″, or a plasma-style profile at Strength 7, AP-2, Damage 2.
Their special rule gives re-rolls on Hit rolls of 1, while those different weapon profiles let them swap between anti-Vehicle fire and infantry-clearing shots depending on what they’re looking at.
Tactical Terminators
Tactical Terminators are getting a new kit alongside the book. Storm bolters go to Strength 5 AP-1, Fury of the First adds AP inside 9″, and chainfists hit three times on 3s at Strength 12, AP-3, Damage 3 against Monsters and Vehicles.
They’re tougher overall, and the chainfists and assault cannons are much more clearly there to crack armored targets.
Scouts
Scouts stay at Strength 4, Toughness 4, and six-inch Movement, and even the Sergeant’s chainsword is still Strength 4. Their bolters get the Strength 5 bump, though, while shotguns improve to two shots at 18″ with Assault, AP-1, and Blast.
A new utility rule lets Scouts perform actions after Advancing or Falling Back, but their old return-to-reserves trick is gone.
Inceptors
Inceptors lose the six-inch drop, but they gain +1 to Hit after making an ingress move and can head back into reserves at the end of the enemy Fight phase as long as they’re not engaged.
Aggressors
Aggressors get AP -1 across their ranged attacks. Boltstorm gauntlets climb to Strength 5, most of their other guns stay at Strength 4, and the gauntlet weapons pick up Close Quarters so they can fire in melee.
Flamestorm gauntlets auto-hit with three attacks and gain Blast 2 when they aren’t fired in melee. Their datasheet rule adds +1 Strength when they shoot the closest target within nine inches, which can push Boltstorm Gauntlets up to Strength 6.
Eradicators
Eradicators lose their old Hit and Wound re-rolls but keep the Damage re-rolls. Their guns are Strength 10 into most targets and Strength 12 into Monsters and Vehicles, plus a Hit bonus against those big targets that can get them down to a 2+.
Outriders
Outriders go up to Toughness 6 with Strength 5 bolters and chainswords. The Sergeant can grab a Damage 3 thunder hammer that hits on a 4+, while the unit gets Sustained Hits 1 plus +1 Damage on its melee weapons when it charges.
Since the hammer is already Damage 3, it gets +1 to Hit instead of another point of Damage.
Incursors
Incursors now re-roll Hit rolls of 1 with ranged attacks.
Vanguard Veterans
Vanguard Veterans pick up +1 Attack on the charge, keep their Strength 5 basic blades, and can either choose pistol loadouts or swap the whole unit over to shields for a 5+ invulnerable save.
The Sergeant can carry the Damage 3 thunder hammer or a Strength 6 relic blade with Cleave and Lethal Hits.
Hellblasters
Hellblasters lose shoot-on-death, but they gain +1 on Hazardous rolls and Rapid Fire 1 on plasma incinerators. So they’re up to three shots each inside 12 inches. In Tacticus Firestorm Force, Codex Fire Patterns can stretch that full Rapid Fire shot count all the way out to 24″.
Space Marine Transport and Vehicle Datasheet Changes
Most Marine tanks aren’t getting the same across-the-board Toughness and Wound increases as the infantry. Most of what they gain comes from weapons and special rules instead.
Impulsor
The Impulsor can carry three Gravis models, so now you’re looking at small Aggressor or Eradicator squads as passengers, and its orbital combat array can give it a six-inch Scout move.
Rhino
The Rhino loses its old self-repair rule and instead gets a free use of Smoke without blocking another unit from using the same Stratagem.
Primaris Marines can ride in Rhinos now, too, and the transport holds 12 models.
Firestrike Servo-turret
The Firestrike Servo-turret now moves five inches, its las-talon gets the new D3+3 Damage profile, and it can Overwatch in addition to another unit. You still have to pay the Command Point for each use.
Gladiator Valiant and Reaper
The Gladiator Valiant’s main guns are Strength 10 and get +1 Strength inside 12 inches, while the Gladiator Reaper can reach 36 shots inside Rapid Fire range.
Then the Reaper’s defensive array throws in another 24 Strength 4, AP -1, Damage 1 shots. Its twin onslaught gatling cannon gets Sustained Hits 2 plus Devastating Wounds against targets that aren’t Monsters or Vehicles, and the special rule can improve AP by one into those same targets.
Storm Speeders
Land Speeder missile and melta weapons jump to Strength 10, and the three Storm Speeders have much clearer jobs now.
Hailstrike is your Ignore Cover support piece, with its shots at AP -1. Hammerstrike runs Strength 10 guns and Sustained Hits 1 against targets in terrain, while Thunderstrike gets +1 to Wound against Monsters and Vehicles and improves AP against those targets.
Land Raiders
The lascannon Land Raiders can re-roll one Hit roll and one Wound roll, the Crusader gets Lethal Hits inside 12 inches, and the Redeemer gets Devastating Wounds against targets that aren’t Monsters or Vehicles.
The Redeemer’s flamestorm cannons switch to four attacks each with Blast 2 instead of D6+3 attacks. That’s fewer average shots, and because they’re Blast, they can’t fire in melee.
Repulsor and Repulsor Executioner
The standard Repulsor doesn’t change much, but the Executioner’s targeting rule flips around and now gives +1 to Hit against units above half strength.
Space Marine Character Datasheet Changes
Roboute Guilliman
Guilliman just keeps every Combat Doctrine active, can Advance, Fall Back, Shoot, and Charge freely, and gives a nearby unit another doctrine that stacks with whatever the army already has running.
Apothecaries
Regular Apothecaries now heal D3+1 wounds in their unit. The Biologis doesn’t heal by default, although a Gravis detachment can add that option. Its Lethal Hits no longer works against Vehicles but still applies to Monsters, and the Objective Control buff is gone.
Techmarines
Techmarines repair a Vehicle for D3 wounds, and their attached Vehicle buff now ignores modifiers instead of giving +1 to Hit.
Ancients
Ancients pick up Objective Secured-style rules, including the Company Heroes version.
The Bladeguard Ancient actually gets a blade of his own, while the Terminator Ancient gives its unit -1 to Wound when it’s sitting on an objective.
Chaplains and the Judiciar
Chaplains swap their old melee damage boost for Lance, so getting the charge matters more if you want the full benefit. The Judiciar still has Fights First.
Lieutenants
Lieutenants lose some of their old damage support. Their Lethal Hits no longer works against Monsters or Vehicles, and Fall Back, Shoot, and Charge is gone. The regular Lieutenant does keep the pistol-and-storm-shield loadout.
Captains
The Bike Captain can take the Damage 3 Thunder Hammer and gives Cleave 1 to his bike squad. The Phobos Captain can move D6 inches after shooting, or Fall Back six inches at the end of the enemy Fight phase if he didn’t use that first move.
The Jump Captain loses +1 Strength and gets +1 to Advance and Charge instead, while the Terminator Captain keeps re-rolling Charge rolls.
Librarians
Librarians get selectable powers. Most Psykers are Level 1 and choose between a couple of powers, while Chief Librarian Tigurius is Level 3 and can both throw out mortal wounds and improve his unit’s Save, with that usual Battleshock risk hanging over every cast.
Our full breakdown of the new Space Marine datasheets has the complete list.
Space Marine Legends, Firstborn, and Legendary Proxies
GW’s latest Space Marine Codex Q&A cleared up several things the 11th Edition reveals left hanging, especially if you’ve got a collection from before Primaris Marines showed up.
Legendary Proxies Come First
Firstborn units leaving the codex will use Legendary Proxies at launch, then get proper Legends datasheets weeks or months later. Tactical, Assault, and Devastator Marines were specifically mentioned.
They’re still sticking around in the lore, even while their tabletop support moves firmly into Legends.
Primaris Kits Are Going to Legends Too
Most of the Legends casualties are Firstborn. Suppressors, the Hammerfall Bunker, and Uriel Ventris are all going too, though, and none of those exactly qualify as ancient kits. The Hammerfall is only about six years old.
GW has been phasing Firstborn out since 8th Edition, so Vindicators and Predators going to Legends fits a process that’s been going on for years. Rhinos and Land Raiders are the big holdouts that are still hanging around.
A Primaris jump pack unit from 2019 going to Legends is harder to shrug off as just Firstborn cleanup, especially for anybody who bought into Primaris because this was supposed to be the new range.
Rhinos, Deathwatch, Grey Knights, and Older Vehicles
Deathwatch are getting a digital supplement with both full-army and smaller allied detachment options, while Grey Knights keep several older Marine vehicles.
Bjorn, the Baal Predator, Chaos Predators, and Chaos Vindicators also made it through this round of cuts.
GW’s plan is fewer Marines that cost more and are harder to kill instead of immediately buffing everybody else’s guns to keep pace.
Your 2,000 Points Buys Fewer Marines Now, and Every One Hurts More to Lose Now
All those profile buffs have to come out of the points budget somewhere, so Marine armies get smaller as the individual models get better.
And honestly, that’s pretty much where Space Marines should be: fewer bodies, better troops, and every model feeling more like an elite soldier instead of something you’re scooping off the table by the handful.
We like that direction, and if you were already planning to start Marines with the Armageddon box, you’ll need fewer models to fill out 2,000 points.
The Buffs Don’t Stop at Codex Chapters
GW is pushing these stat bumps across the rest of the Astartes and Heretic Astartes armies too.
Chaos Space Marines and Grey Knights were both called out, including Strength 5 storm bolters and Toughness 6 Terminators. Grey Knights only just got their 11th Edition detachments sorted, and now these profile changes are getting piled on too.
The Chapter supplements are going away with the old codex as well. Blood Angels, Dark Angels, Space Wolves, and Black Templars are getting digital updates with datasheets and new detachments, without another book purchase attached- well, until their individual releases drop.
You are still left with four armies relying on digital updates instead of a book on the shelf, though, and Chaos players who remember waiting on their own codex already know how awkward a digital-only rules setup can get once the updates start stacking up.
Those changes all hit Warhammer 40,000: The App automatically when the Space Marines codex launches in October.
GW used the same setup with the Orks codex rollout, and the rest of the codexes look like they’re doing the same thing.
232 Pages Means GW Still Believes in the Book
A 232-page codex is still a pretty chunky book when the rules sitting on your phone can update for free. A big chunk of that page count is lore, including a walk through a fortress monastery from the Apothecarion, where Marines are created, to the Hall of the Fallen, where the Dreadnoughts sleep.
With codex pricing and book formats still shifting, that lore gives you a reason to own the physical book even when the rules change again.
The rules themselves update automatically in the Warhammer 40,000 app when the codex arrives in October. That’s the setup GW explained in the 11th Edition Q&A on book changes and USRs, and it lines up with Wahapedia now carrying every 11th Edition rule in one place, too.
Final Thoughts on the New Space Marine Codex
The Munitorum Field Manual lands with the October 3rd release, and until those points are out, we still don’t know what these lists are actually going to cost. Gladius wants all three Detachment Points, so the final unit and enhancement costs are what decide whether all that flexibility is worth giving up the combinations you can build from one-point detachments.
The chapter-specific characters aren’t all accounted for yet either, and the divergent chapters each get three detachments on day one. Once the codex, app updates, chapter rules, and final points are all live at the same time, then we’ll actually know what Space Marines look like on the table.
Where To Buy The New Space Marine Codex
11th Edition Space Marine Codex: $40 (USA), $50 (Canada), £25 (UK), €32.50 (EU), ¥5,900 (Japan), ₩55,000 (Korea), $68 (Australia), $83 (New Zealand)
Prices change by region and edition, so we’ve got the full lineup broken out in our 11th Edition Space Marines pre-order coverage.
If you’re trying to save a few bucks or just find the thing before it sells out, our retailer guide has options broken out by region below.
🔗 Related Reads:
- Warhammer 40k 11th Edition Rules: Release Date, Detachments + Every Change
- New 40k Codex Release Schedule: 2026 Roadmap for 11th Edition
- New 11th Edition Space Marines Detachments Drop Big Buffs For Every Major Chapter
- Warhammer 40k Orks Codex Review: 15 Detachments, 54 Buffed Units
- 11th Edition Grey Knights Detachments: Paladins, Purgation and Interceptors Get New Rules
- New 11th Edition Space Marines Coming in the Armageddon Box
- New 40k Space Marine Kits and Codex: FIRST LOOK
Would you rather pay three detachment points for Gladius or stack three cheap themed detachments instead?







































