Get the full Warhammer 40k CSM Red Corsairs rules codex supplement PDF breakdown and see why their new detachments will crush their enemies!
New Red Corsairs rules for Warhammer 40k arrive as the Huron’s Marauders and the Renegade Warband Detachments will torch anything standing between Huron and his prize.
Packed with objective-capturing rules, brutal enhancements, and some super-strong stratagems, these Red Corsiars detachments are all about smashing the enemy before they can hit back.
Here are our thoughts on the latest Red Corsairs rules for 10th edition Warhammer 40k.
Steal the Game With the New Warhammer 40k Red Corsairs Rules
Updated on February 11th, 2026, by Rob Baer with the latest rules.

The Renegade Warband trades Dark Pacts for army-wide Assault shooting, then points a big, angry finger at one enemy unit and says, “That one. Delete that one.”
Here’s what makes these new Red Corsairs rules detachments such a problem on the tabletop. First, Huron’s thing is speed, pressure, and phase-by-phase trickery, especially when his line of sight turns a single pick into both buffs at once. The Renegade Warband is tempo and focus fire, with Vendetta hit rerolls, Doctrine-fueled advance and charge or fall back, shoot, and charge, plus reactive moves and nasty damage spikes when you need them.
And yeah, these rules still ride on having the right book for the rest of your army rules, so make sure your core Chaos Space Marines stuff is in place before you start handing out grudges and sprinting onto objectives.
Huron’s Marauders Detachment Rules

In your Command phase, you pick one of two modes for your Heretic Astartes Infantry until your next Command phase: either Huron’s Elite for +1 to hit, or Mobile Marauders to shoot and charge after falling back.
Yes, you read that right. Fall back, reset, and still shoot and charge. Or flip the switch and just start landing +1 to hit across the board. Either way, it is classic Red Corsairs energy: push forward, take what you want, and dare anyone to stop you.
And when Huron Blackheart is on the table, he turns it up another notch. If a Heretic Astartes Infantry unit is visible to a friendly Huron at the start of a phase, it gets both buffs for that phase.
Translation: Huron’s doing his “I’m watching you” routine, and suddenly your lads are hitting cleaner and still doing the fall back shoot and charge nonsense in the same phase.
Red Corsairs Detachments: Huron’s Marauders Enhancements

- Voice of the Tyrant: The bearer’s unit has both Tyrannical Motivation abilities. No babysitting required, they just get the full package.
- Raid Leader: Disembark from a Transport that made a Normal move and still charge. Drive up, pile out, start problems.
- Dread Reputation: When the unit sets up, nearby enemies take Battle-shock tests, with a bigger reach if you came in from Deep Strike. Instant “do you really want to be here” energy.
- Eager for Bloodshed: The bearer has Infiltrators. Start closer, start sooner, start swinging.
Warhammer 40k Huron’s Marauders Stratagems

- Hardened Killers: A Damned unit gets a pick of buffs for the turn cycle, better shooting accuracy, extra Rapid Fire attacks, or a better save. Finally, the Damned get to earn their keep.
- At the Tyrant’s Command: Advance and still shoot and charge. It is the “we are already in your face” button.
- Seize the Prize: Flat +6 to your move instead of rolling an Advance. No drama, no low roll, just speed on demand.
- Reavers’ Flurry: If you charged, add one attack to your melee weapons for the phase. Simple, nasty, effective.
- To the Favoured the Spoils: After an enemy shoots you, make a surge move that drags you toward the closest enemy, and yes, you can end in engagement. Getting shot is just a suggestion to fight sooner.
- Encircling Surge: At the end of your opponent’s Fight phase, slip a unit near a board edge into Strategic Reserves. Vanish, reset, come back where it hurts.
40k Renegade Warband Detachment Rules

All Heretic Astartes models in your army lose the Dark Pacts ability. In exchange, ranged weapons on Heretic Astartes models gain the Assault ability.
Advance and still fire across the army, no special clauses, no fancy leader aura required. It is pure tempo. You are always stepping onto objectives, always sliding into angles, and still putting rounds downrange while everyone else is pretending they had to choose.
Then you layer on Vendetta. At the start of your Command phase, you pick one enemy unit, and until your next Command phase, your Heretic Astartes models (excluding Damned) get hit re-rolls when attacking it. Translation: you put a big target on something important and your army becomes weirdly accurate the moment it matters.
And when you really need to break the normal rules, you lean on Twisted Doctrine. In your Movement phase, when you set up or select a Heretic Astartes unit to move, it can Default to Doctrine. You take a Battle-shock test first, then you pick the payoff: shoot and charge after falling back, or charge after advancing. Translation: you gamble a test to turn on the kind of movement nonsense that wins games, and when it works, your opponent’s plans start falling apart.
Red Crosairs Detachment Rules: Renegade Warband Enhancements

- Weaponised Hatred: After you pick your Vendetta, you also pick a second enemy. If the first target dies, the second one becomes the Vendetta until you choose again. Your grudge stays productive.
- Eyes of the Hunter: The bearer’s unit gets Ignores Cover on ranged weapons. Cover is nice, shame if it stopped existing.
- Fratricidal Trophies: Terminator model only. If the unit Defaulted to Doctrine that turn, it gets hit re-rolls on its attacks. Big armour, bigger attitude.
- Empyric Symbiote: +1 to Advance and Charge rolls for the bearer’s unit. Small numbers, huge difference when you are playing for inches.
Warhammer 40k Renegade Warband Detachement: Stratagems

- Never Outgunned: When a unit is selected to shoot or fight, pick Lethal Hits or Sustained Hits 1 for its weapons until end of phase. Flexible damage, no fuss.
- Vengeful Destruction: In shooting or fight, when hitting your Vendetta target, get +1 to wound for the phase. This is how the Vendetta turns into a proper execution.
- Corrupted Munitions: In your Shooting phase, improve AP by one for ranged attacks. Sometimes you just need armour to stop existing.
- Renegade Claim: In your Movement phase, tag an objective you control so it stays yours until your opponent’s control actually beats yours at the end of a phase. It is sticky, but with attitude.
- Reavers’ Reaction: After an enemy shoots in their Shooting phase, if your unit got hit, make a D6 normal move. Dodge into cover, step onto an objective, or just ruin an angle.
- Undying Hatred: In the Fight phase after an enemy selects targets, your unit gets a nasty trick. Models that get destroyed before they fight can still swing on a 4+, then get removed. Trades become painful.
If you want a detachment that plays like a hit list with legs, this is it. You sprint forward firing, you pick a Vendetta, and then you pile on accuracy and damage until that one unit is gone and the board belongs to you.
40k Red Corsairs & Huron Datasheet Rules
Reave-Captain Datasheet Rules
The Reave-Captain is a tough Infiltrating Chaos leader for Chosen, Legionaries, or Raiders who gets objective boosted charge reliability and hits harder after charging with improved Strength and AP, backed by meaningful melee profiles.
New Red Corsairs Raiders Rules Datasheets

New Huron Blackheart Rules Datasheet: The Badab Warlord

Masters of the Maelstrom Rules Datasheet: Huron’s Murder-Friends

Final Thoughts on The Red Corsairs Detachement Rules

GW’s new Red Corsairs detachment rules for Huron’s Marauders let your infantry scrap, reset, and still keep the pressure on, while Huron himself turns “pick one buff” into “get both” if you play the sightline game right. Renegade Warband is the other flavor of bad news: you trade Dark Pacts for army-wide Assault, pick a Vendetta, and suddenly your whole list is sprinting up the table while laser-focusing one unlucky unit into the dirt.
The scary part is how clean it all plays on the board. Your movement is reliable, your damage spikes are real, and your scoring tools are built to steal points out from under people who thought they were safe behind a screen and a prayer. If your opponent gives you an opening, these detachments just take the objective and keep moving.



