Chaos storms aside, this dataslate landed with a stealth drop. The studio says core systems feel solid right now.
Moreover, no new detachments arrived, though more are planned next update. The real action lives in missions and points. Consequently, competitive balance shifts without rewriting core rules.
What Changed and Why
There are no core rule tweaks this quarter. The team wants stability while they refine factions. Moreover, new detachments missed the cutoff, so they return next time. The biggest shakeup hits Chapter Approved 2025 and 2026. Challenger cards exit tournament play after feedback. They stay encouraged for casual pick-up games. Consequently, events should feel cleaner, while friendlies keep helpful handicaps. The design brief reads like targeted stewardship. Therefore, expect iterative nudges rather than sweeping overhauls.
Faction Highlights and Rationale
Adepta Sororitas get a clear green light. Retributors now gain +1 to Hit and +1 to Wound, plus small point cuts. Consequently, meltas and multimeltas feel lethal again. Adeptus Custodes see reductions on underrepresented units to broaden lists. Meanwhile, Adeptus Mechanicus receive a headline overhaul. Belisarius Cawl gains stronger abilities and a hotter solar atomizer, with a price hike to match. Additionally, the Dunecrawler’s eradication beamer is reimagined, while Ironstriders, Infiltrators, and Ruststalkers gain better offensive teeth.
Aeldari tuning aims at diversity rather than dominance. Points drop for Asurmen, the Avatar, 10-model Corsairs, Dire Avengers, and Wraithblades. However, five-strong Corsairs and 10 Swooping Hawks go up. Consequently, spam leans less efficient, while classic cores look attractive. The Astra Militarum love big guns, yet the Rogal Dorn overperformed. The Dorn and its Tank Commander rise by 10 points each. However, super-heavy variants fall by 30, which invites list variety. Gaunt’s Ghosts, Lord Solar Leontus, and Krieg Engineers also drop to encourage mixed builds.
Blood Angels polish their jewels. Sanguinary Guard improve WS and rise in cost, reinforcing elite status. For Chaos Daemons, the Legion of Excess regains hit re-rolls in its detachment rule. Additionally, the Keeper of Secrets and Fiends fall in points to align power and role. Chaos Knights take a safety check. The Infernal Lance proved too spicy, so Unnatural Fortitude becomes a choice. You pick a 5+ invulnerable save or a 6+ Feel No Pain. Moreover, the Abominant’s ability cannot stack on the same target from multiple Abominants.
Chaos Space Marines get gentle relief. Venomcrawlers, Land Raiders, and Abaddon drop, while Dark Commune ticks up slightly. The studio wants to watch bully lists before further moves. Dark Angels see thoughtful tweaks. The Lion now mirrors Guilliman and chooses two abilities each turn. Meanwhile, Ravenwing toys got love. The Vengeance plasma hits harder, and the Darkshroud is cheaper, which nudges fast lists forward. Death Guard were recently changed, so they remain under review.
Deathwatch and Drukhari gain small reductions to smooth list building. Fulgrim needs grace through terrain, so Serpentine lets him slither big bases through tight gaps. Additionally, Emperor’s Children points shift to widen internal variety. Genestealer Cults see stratagems tuned after last year’s Ambush changes. The Host of Ascension is less punishing, while Abominants, Hybrid Metamorphs, and Purestrains get point attention. Consequently, alternative builds should breathe.
Grey Knights stay on the watch list, with Land Raiders cheaper right now. For Imperial Knights, Valourstrike Lance loses oppressive edges. Its stratagems target a single unit, and Advances cannot be re-rolled. Therefore, the detachment remains viable without smothering variety. Necrons lose a polarizing lever. The Silent King no longer ignores modifiers. Instead, he grants a local Movement buff, and his cost drops. Triarch Praetorians also fall to boost table presence.
Orks receive careful encouragement. Numerous drops arrive without enabling problematic play. Notably, Ghazghkull can join Nobz and Boyz now, taking four slots in a Battlewagon. Consequently, classic green tide centerpieces feel more flexible. Space Marines overall see light points movement to avoid churn. Space Wolves get trims on overperformers after strong results. The T’au Empire’s Riptide gains punch on ion accelerators against light hulls, which improves target spread.
Thousand Sons get a rules philosophy pass. Each power may be attempted only once per phase now. Consequently, you are nudged to commit extra dice rather than stack casters. Sorcerers also confer new, distinct benefits to their led units. Numerous points move to match the rule shift. Tyranids gain indirect relief because problem matchups were dialed back elsewhere. Therefore, only modest point changes appear. World Eaters see Exalted Eightbound and Slaughterbound improved against tougher prey, with additional minor tweaks. Leagues of Votann, Imperial Agents, and Black Templars remain unchanged this round.
Summary
This dataslate leans surgical, not sweeping. Missions tighten by removing Challenger cards from tournaments. Moreover, factions receive nudges to promote list diversity and curb spikes. AdMech, Thousand Sons, and Knights see meaningful philosophy pivots. Meanwhile, many books get point sanding rather than saws. Consequently, the meta should flex without breaking habits or collections.
The studio targeted friction points while keeping games brisk and readable. Moreover, iconic units feel closer to their fantasy without runaway combos. If you love tuning lists, there is plenty to explore. Therefore, download the dataslate, update your rosters, and test early. The Long War never ends, but good balance keeps it fun.
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