Surprise! The Q3 dataslate and balance update is out, and as always, Marines are a big part of that, with major changes to multiple chapters on the books. Space Marines are more or less the game’s “baseline” army, the core that everything is balanced around, but that doesn’t mean there aren’t some nasty builds to work with in their massive mountain of datasheets. In this article we’ll look at how each chapter of Space Marines was affected, what changed, and what it means for your games.
We’d like to thank Games Workshop for providing us with a preview copy of these rules.
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Codex: Space Marines
No major changes to be seen here – just some minor tweaks to points on some of the datasheets that had come to be taken quite often. Oh, and a welcome reduction to Redemptor Dreadnoughts!
Points Changes
- Aggressor Squad (6 models) down 20pts to 200pts
- Assault Intercessors with Jump packs (10 models) up 10pts to 170pts
- Ballistus Dreadnought up 10pts to 150pts
- Bladeguard Veteran Squad (6 models) up 10pts to 170pts
- Gladiator Valiant down 10pts to 150pts
- Land Raider down 20pts to 220pts
- Land Raider Redeemer down 15pts to 270pts
- Redemptor Dreadnought down 15pts to 195pts
- Roboute Guilliman up 20pts to 340pt
Rules Changes
None.
Impact
Neutral
Thoughts
Curie: Space Marines have been struggling somewhat since the last major update, these changes will help them a little bit but not significantly move the needle on them. This is largely an attempt at internal balance, and we doubt the changes will have a substantial impact on Space Marines’ place in the meta.
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Black Templars
Black Templars codex landed with a splash and has put up decent numbers in the competitive sphere. With no changes here, expect that to continue.
Points Changes
None.
Rules Changes
None.
Impact
Winner?
Thoughts
Curie: Black Templars are still a relatively new supplement, and have been making waves, particularly with the Castellan/Marshal/Sword Brethren combination backed up by Black Templar Repulsor Executioners. No changes with someone of the meta heavyweights being hit is likely a small win for the perpetual crusade.
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Blood Angels
Maybe this is the last time they’ll change the Sanguinary Guard datasheet. Poor Death Company Marines with Bolt Rifles.
Points Changes
- Sanguinary Guard (3 models) up 15pts to 125pts
- Sanguinary Guard (6 models) up 20pts to 260pts
Rules Changes
Sanguinary Guard melee weapons now have 2+ Weapon Skill and the Encarmine spear gains an additional attack.
Impact
Neutral
Thoughts
Curie: This looks like an attempt to make Sanguinary Guard function independently of attached characters, which while nice isn’t a massive change. The point increases offset this improved profile and bring the Sons of Sanguinius to a neutral place with this update.
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Dark Angels
The Lion is back (he never left) and now he’s twice as good!
Points Changes
- Ravenwing Darkshroud down 15pts to 100pts
Rules Changes
Lion El’Jonson now gets to choose two (2) abilities at the start of the player’s command phase. Quite good, now he’s the same as his lesser brother Roboute in this aspect. Windmill slam rerolls and the mortal wound FNP aura. The Landspeeder Vengeance has its damage amped up – the Standard profile is now d6+1 shots at 8/2/2 while the overcharge is now d6+1 shots at 9/3/3 hazardous while keeping the Blast and Twin-linked rules.
Impact
Slight Winner
Thoughts
Curie: The studio continues its never-ending quest to make the Lion an auto-take in lists and I do believe they may have succeeded here. At 315pts he’s an excellent force multiplier for Deathwing Knights and the like while also serving as a stellar beatstick in his own right. The Landspeeder Vengeance going back to its old damage profile is also very welcome and is worth exploring as a fun skirmish unit.
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Deathwatch
The superior alien hunters get more stuff than they had before – nice timing with the newly released Leagues of Votann codex.
Points Changes
- Deathwatch Veterans (10 models) down 10pts to 190pts
- Fortis Kill Team down 20pts to 180pts
- Indomitor Kill Team down 20pts to 250pts
- Spectrus Kill Team down 20pts to 180pts
- Talonstrike KIll Team down 15pts to 275pts
- Watch Master down 10pts to 95pts
Rules Changes
None
Impact
Winner
Thoughts
Curie: With substantial decreases on all of their Kill Teams, Deathwatch are sitting quite pretty right now. Fully expect faction experts like Mark Hertel to do a serious number with them following this update.
Rob:Â I’m worried this will make them too good – Deathwatch have been quietly very good for a while, and we’re also due for a new datasheet for the updated Kill Team at some point as well.
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Space Wolves
Space Wolves had some standout units but weren’t crushing it. That said, this update hits the most common units in Space Wolves, with no love shown to Headtakers.
Points Changes
- Arjac Rockfist up 10pts to 105pts
- Blood Claws (20 models) up 15pts to 285pts
- Ragnar Blackmane up 10pts to 100pts
- Thunderwolf Cavalry (3 models) up 15pts to 115pts
- Thunderwolf Cavalry (6 models) up 10 pts to 230pts
Rules Changes
None
Impact
Slight Loser
Thoughts
Garrett: Very small hits here, so no big nerf strikes. If you took both epic characters, max Thunderwolves, and a single big Blood Claws unit to run with Ragnar, your whole list goes up 65 points, which is very manageable.
I was very glad to see that Wolf Guard Terminators didn’t get hit, since it’s nice to have actually good terminators, and the hit being on Arjac means you’re never taking multiple hits from that. Wolves also dodged taking hits from changes to vanilla marines, unless you’re running heavy with Ballistus Dreadnoughts.Â
In my view, most Wolves lists work by having a critical mass of trading pieces or hitters, with just enough trash to hold your table control together. Functionally these hits mean you lose one of your trade pieces, or one of your trash units. It’s manageable for sure, but means Wolves lists will be spread just a little thinner. Tighten your belts a bit on your lists and keep going with your game plan, it will still basically work the same.Â
Curie: Space Wolves definitely take a minor hit here, but their core identity is still very solid. Losing a unit in marine armies is always tough, but the army will continue to contend with the heavier hitters.
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