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

- 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

- 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

- 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

- +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

Intercessor Squads

Scout Squads

Of the things that DID change:
- -1 AP on chainswords.
- Heavy Bolter now 2 flat dmg.
- Shotgun got +6″ range
Incursor Squads

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Ironclad Dreadnought


- 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

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

- 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 


- 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

- 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.

- 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

What are your thoughts on all the New Space Marines 9th Edition 40k Rules So Far?
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