5th Edition Space Marines Codex - Rumours only!

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Uman
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5th Edition Space Marines Codex - Rumours only!

Post by Uman »

Hello all,

I had a quick look and couldn't see anything like this on here at the moment, so thought I'd put it on for any Marine-types who may be browsing (I'm an Ork player myself for 40K)....

Hope you find it of interest - lifted mainly from WarSeer...


U


Here is the most recent master compilation of the upcoming Codex Space Marine, incorporating the latest information available from a variety of internet sources. Special thanks goes out to Warseer's: VariableBob for putting it together. Here it is in its unaltered state:

HQ
Chapter Master
- Ws6 Bs5 S4 T4 W3 I5 A4 Ld10 Sv3+
- May take a Relic blade and Storm Shield.
- May take Artificer Armour.
- Has around 20 Options
- May take Terminator armour, Jump Pack or a Bike
- Gives a one shot Orbital Strike which is S10 Ap1.
- Has a Bolter, may upgrade to Storm Bolter, Combi Plasma, Combi Melta, Combi Grenade Launcher
- May replace Bolt pistol and CCW for pair of Lightning Claws or a Relic Blade

Captain
- Ws6 Bs5 S4 T4 W3 I5 A3 Ld10 Sv 3+
- May take a Relic blade and Storm Shield.
- If he takes a bike, Bikes may be taken as Troops
- Much the same options as above, does not have the orbital strike.

Chaplain
- Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Price is about the same.
- Comes with Crozius and Rosarius
- Still allows rerolls to hit.
- Makes unit with him Fearless
- Can replace his bolter with storm, combi-, powerfist, plasma pistol.
- When taking terminator armour he replaces “power armour, boltgun, frag and krak grenades for Terminator armour and” one shooting weapon.

Librarian
- Ws5 Bs4 S4 T4 W2 I4 A2 Ld10 Sv3+
- Has gotten cheaper.
- Comes with Force weapon and Psychic Hood
- May have 2 powers.
- May be upgraded to an Epistolary which allows the use of two powers a turn. Apparently this is expensive.
- Psychic hood now has a range of 24" (whether it means that the power is within 24", or the Psyker I dont know)
- 9 powers:
Avenger - essentially an AP3 heavy flamer,
Force Dome - 5+ invulnerable for Librarian and squad until end of next player turn,
Gate of Infinity - Librarian and squad Deep Strike back within 24", but with minor risk...,
Machine Curse - shooting attack causing Glancing Hit on 1 vehicle within 24",
Might of the Ancients - Librarian gains strength 6 and rolls 2d6 armour penetration.
Null Zone - all enemy units within 24" re-roll successul invulnerable saves for rest of player turn ,
Smite - 12" range, assault 4 St4 AP2,
Quickening - gains Fleet and Ini.10,
Vortex of Doom - 12" St10 AP1 Heavy1 Blast...failed test = blast centred on Librarian without scatter.

Master of the Forge
- Ws4 Bs5 S4 T4 W2 In4 A2 Ld10 Sv2+
- Comes with Servo Harness
- Has Conversion beamer which gets stronger and more powerful the further away he is firing, in three stages. Maxes out at S10 Ap1 Large blast at 72"
- Allows Dreadnaughts to be taken as Elites AND heavy support if he is there.

Honour Guard (?-10)
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld10 Sv2+ 30+ points as standard.
- Can only be taken if a Chapter Master is present in the army.
- Artificer Armour and power weapon as standard.
- Can take Relic Blades which are a two handed power weapon that gives St6.
- Can take Aux. Grenade launchers.
- One may take a Chapter Standard which, if it still has the same rules as now, gives them Counter attack.
- They may take a Chapter Champion, Champion is WS 5.
- Chapter Champion must direct attacks against enemy Independant characters if he can.
- May NOT take Storm Shields.

Command Squad:
- May only be taken by captains.
- 4 vets and 1 apothecary, Company Champion is an optional upgrade for one model.
- Chainsword and either bolter or pistol as standard.
- They can have bikes.
- Any can replace pistol or sword with: Storm Bolter, Flamer, Plasma gun, Meltagun, Combi-whatever, power sword or fist, lightning claw, thunder hammer.
- Pistol can be replaced with Plasma Pistol.
- Melta bombs and Storm Shields can be taken by anyone.
- Apothecary gives the unit Feel no pain
- One may take a Company Standard which, if it still has the same rules as now, gives them Counter attack.

Kor’Sarro Khan, Captain of the White Scars 3rd Company
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
- Gives models in his unit hit and run and Furious Charge.
- Moondrakkan is a bike he may take. It’s a bike which can use the Run ability and can also Fleet
- Moonfang- A Power sword. Any 6’s on the to wound roll become Instant Death.
- May exchange Chapter Tactics for Outflank.

Kayvaan Shrike
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv3+
- Jump pack, Iron Halo and master crafted rending lightning claws.
- May exchange Chapter Tactics for Fleet.
- He has Infiltrate and gives it to his unit.

Pedro Cantor
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
- Storm Bolter (Assault 4 and AP 4) and Powerfist
- Sternguard in his army count as Scoring units
- May exchange Chapter Tactics for Stubborn.
- All friendly units within 12” receive +1 attack.

Marneus Calgar
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv2+
- Can be fielded in either power armour or terminator armour. Has an Iron Halo with either.
- 2 Powerfists and a Stormbolter (Assault 4 AP 2)
- He has a power weapon which he is allowed to use (only when in artificer Armour?)
- Eternal warrior.
- His Chapter Tactics allows his army to choose to pass or fail any Ld tests.
- May reroll any failed to wound rolls in both shooting and hand to hand.
- May take 3 squads of Honour Guard, if they are all 10 man. These do not take up FOC slots.

Chaplain Cassius
- Ws5 Bs4 S4 T6(!) W2 In5 At3 Ld10 Sv 3+
- Feel No pain
- New background.

Chief Librarian Tigurius
- Knows all(!) the psychic powers available to the marines.
- May use 3 powers per turn.
- Allows army to reroll any reserve rolls.

Captain Lysander
- Ws6 Bs5 S4 T4 W3 In4 At4 Ld10 Sv2+
- Thunder hammer is Master Crafted and gives Lysander S10, he also adds +1 to the damage against vehicles
- Storm Shield (3+ invulnerable save for him)
- Eternal Warrior (Again?!)
- Bolter Drill- The Squad he is with is allowed to reroll misses with Bolters, bolt pistols, storm bolters and heavy bolters.
- Allows one piece of terrain to be fortified, to give +1 to its normal cover save.
- May exchange Chapter Tactics for Stubborn.

Captain Sicarius
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv3+
- 1 tactical squad gets Counterattack, Infiltrate, Scout or Tank hunters for free.
- An army led by captain Sicarius may re-roll the dice when attempting to seize the initiative.
- Blister pack allows for bare head & helmet in hand or wearing helmet with plasma pistol in hand.
- His mantle gives him Feel no pain(?)
- Is able to kill a Wraithlord in one hit with his wargear(?)

Vulkan He'stan
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv2+
- Chapter tactics allows all meltas and flamers to become twin linked and all Thunder hammers to become Master Crafted.
- 3+ invulnerable (GAH!)
- Heavy Flamer (which rerolls to wound)
- S6 Power weapon, Master Crafted

Brother Chronus
- Upgrade for a Space Marine Vehicle
- Gives it Bs5 and allows it to ignore Crew Stunned and Crew Shaken results.
- If vehicle is destroyed he can scurry away and crew another one.

Scout Sergeant Telion
- Upgrade for Scout Squad
- Can give his BS of 6 to another scout in the unit.
- Armed with a long range 'stalker' pattern boltgun with the pinning and rending special rules.

Elites
Sternguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Come with Bolters and 4 Kinds of Specialised round
- Dragonfire bolts- Normal Bolter, Ignores cover
- Hellfire Rounds- wound on a 2+.
- Kraken bolts- 30” range, S4 Ap4 Rapid Fire
- Vengeance rounds- 18” range, S4 Ap3, Rapid Fire, Gets hot
- Can Upgrade bolters to Storm Bolters (lose the specialist rounds)
- Can take Combi weapons (keep the rounds).
- Can also take from a small list of special and Heavy Weapons (Flamers, Heavy flamers and such.)
- One of the Sternguard can take a Powerfist or Power weapon
- They may choose which round to use each turn.

Dreadnaught:
Just like now, also may take twin CCW's or twin autocannons.

Venerable Dreadnaught:
WS and BS 5, with most of the Dreadnaught's basic weapons options.

Ironclad Dreadnaught:
Basic Dreadnaught Stats with front and Side armour 13.
- Probably comes with a Heavy Flamer rather than a Storm Bolter
- Can take a Hunter Killer
- Has Move through Cover.

Terminators(5-10)
- Basic Terminators just like now.
- Cyclone Now Heavy 2
- 1 Heavy weapon, 2nd may be purchased if squad has 10 models.

Assault Terminators(5-10)
- As now.

Techmarine
- Comes with a 2+ save.
- Allows one piece of Cover in his deployment zone become +1 to its cover save.
- Still has servitors. May choose to leave them.

Legion of the Damned
- WS4 BS4 S4 T4 W1 I4 A2 Ld10 Sv 3+ invulnerable
- Their Sergeant has Ws5
- They always Deep Strike, but reroll scatter if they want.


Troops
Tactical Marines(5-10):
- Start at 4 marines and a sarge for 90 points, full squad is 165.
- Sergeant is included in cost, may take powerfist, storm bolter, combi-bolter.
- Variable squad sizes are possible.
- Special and Heavy weapons are unavailable unless there are 10 marines in the unit, but then they get free Flamer and a free Multimelta or Heavy Bolter or Missile Launcher. Meltagun- 5 points, Plasmagun 10, Lascannon- 10, Plasma cannon- 5
- Bolter, Polt Pistol, Frag and Krak grenades as standard. (NB: they do NOT have a CCW)
- Sarge can take Power weapon, Power Fist, Lightning Claw, Plasma Pistol, Storm Bolter, Combi Flamer, Combi Plasma, Combi Melta (and maybe combi grenade Launcher)

Scouts
- Ws3 Bs3 S4 T4 W1 In4 A1 Ld8 Sv4+
- Sergeant is WS4, BS4.
- Sergeant may take combi-weapon, plasma pistol, power weapon or powerfist.
- Shotguns probably S4
- May be an option for Teleport Homers.
- Their Heavy bolter can take hellfire Rounds
- Squads can be equipped with camo cloaks, granting the Stealth USR.

Bikes
- Requires a Captain on a bike.
- Requires 5+ bikes. For details of bikes see Fast Attack options.

Rhino:
- Probably will drop to 35 points ala Dark Angels and Blood Angels.

Razorback:
- Comes with heavy bolter included in cost.
- May upgrade to: twin-linked heavy flamer, twin-linked assault cannon, twin-linked lascannon, lascannon and twin-linked plasmagun.

Drop Pod:
- Drop pod assault means that Half of all Drop pods come in on the First turn (GW doesnt want Deep striking armies to come on turn 2 or later...understandable)
- Drop pods in the first wave can act as guiding beacons for pods in the Second wave.
- Costed at slightly more than 2 marines.
- Holds 12 marines or 6 terminators or 1 Dreadnought or 1 thunderfire cannon.

Fast Attack
Bikes (3-8+trike):
-May combat squad, requires 8 bikes plus an attack bike. Divides into 4B/4B+1AB.

Attack Bikes (1-3):
- Must pay for Multi-Melta.

Scout Bikes (3-10):
- Can upgrade bike with a grenade launcher
- Can booby trap areas of terrain with hazardous cluster mines.
- Sergeants can be equipped with locater beacons. These function as a teleport homer for any deep-striking unit (drop pods, jum packs etc.)

Assault Marines (5-10):
- Sergeant may take a Storm Shield or combat shield.
- Only sergeant may have melta-bombs.
- Special weapons are 1 for every 5 models
- Specials include flamers and plasma pistols.
- May remove jump packs and get a free rhino or drop pod in return.

Vanguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Sergeant may take a Relic blade and Storm Shield.
- Come with Bolt Pistol and Close Combat weapon, can all take from a bunch of upgrades including: Power weapons, Power fists, Lightning claw (yes, one)
- Probably have an option to take Bolters
- May also take Combat shields and storm shields.
- Jump packs are an upgrade which gives them the Heroic Intervention rule. May take a transport instead.
- Heroic Intervention allows them to assault the turn they Deep strike.

Land Speeders (1-3):
Pretty much as now.
- Typhoon missile launchers fire as Heavy 2 missile launchers.

Land Speeder Storm:
- Has a Jammer which disrupts deep striking close by.
- Scouts charging from it -2 from the enemy Ld.
- Carries 5 scouts (and scouts only) and counts as Open Topped

Heavy Support
Thunderfire Cannon
- Has techmarine crew.
- Can fire in 3 different ways (all heavy 4): St 6 AP5 blast, St 5 AP6 blast ignores cover, St 4 AP- blast causes difficult terrain test in next turn/dangerous terrain for vehicles(inc. skimmers)
- May be mounted in a Drop Pod.
- Techmarine attendant can bolster defences, providing a 1 point bonus to the cover save of a single ruin in the Space Marine deployment area.

Predator:
Pretty much how it is in Codex: Blood Angels (i.e. expensive)

Vindicator:
- Siege Shield allows it to auto-pass terrain tests.

Devastator:
- Sergeant has a Signum, allows one Marine to fire at BS 5.

Whirlwind:
- Has BA/DA style ammo. (Including incendiary?)

Land Raider
- Machine spirit allows an extra weapon than allowed to be shot at any available target.
- Multi Melta is now a pintle option for all variants.
- Can Carry 12 models

Land Raider Crusader
- Machine spirit as above
- Frag Launchers as normal (useful too, now.)
- can carry 16 Models

Land Raider Redeemer
- Machine Spirit as normal
- Redeemer cannon: Range- Template S6 Ap3 Heavy 1
- Transport Capacity: 12 models


Not unit specific:
Decision to split in to combat squads is made at the time each unit is deployed or when a unit disembarks from its Drop Pod.
Combat Tactics – allows any unit to automatically fail any Morale Check it takes (from shooting and CC).
Combat shields now give a 6+ invulnerable save.
Storm shields now give a 3+ invulnerable save.
Aux. Grenade launchers are short range, can fire in tandem with another weapon.
All sergeants are veterans now, so are just called sergeants.
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Zardock
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Post by Zardock »

Hmm looks a good, abit to good imo, that is alot of stuff there but hey i like the librarian deep strike spell, may have to build an army around that at some point.
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Post by Zakath the slaughterer »

Wow, they have raelly tons of cool options! All kinds of funky toys which are practically every boys dreams :D

To be honest though, I am bitter about them getting WS6 HQ... I was always so proud of my Autarch's WS :(

Also they seem to have trained a lot in the psychic apartment... Tigurius is now a better psychic than Daemon Princes or Eldrad Ulthran!
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Post by Aspiring executioner »

And on par with Ahriman with his ability of casting three psychic powers. Imagine Quickening, Might of the Ancients and Force Weapon = ultimate character killer of Doom. I can't wait for the SM release...
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Post by Valeron the forgotten »

Hmmmmm mabey it is time to finish of the last portions of my own space marine chapter i started. Another reason to do so would be my pesky mate who plays as death gaurd has been getting a wee bit too full of himself :P!!
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Post by Gnosis »

Sorry, but this is retarded. Where did all the streamlining and balancing of the Jervis codices (DA, BA) go? My CSM had all their toys taken from them, and now SM get this ludicrous helping of bells and whistles.
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Post by Zakath the slaughterer »

No need to be sorry, Damnation - we all hate Space Marines here, right? :)

I didn't even think of it that way, I was too stunned by fluff they broke (WS6 all over and über psychics) that I forgot the poor CSM. I disagree with most people that the CSM are horrible in their new edition but their toys were intentedly removed to "make game easier for the CSM player and his opponent". It was even said that now everyone wouldn't need to remember so much different rules, Marks etc. but this new SM codex clearly shows a change in this policy.

Imagine Quickening, Might of the Ancients and Force Weapon = ultimate character killer of Doom. I can't wait for the SM release...
Yeah, can't think of anything that would survive that even for a round.. Perhaps an Archon with Shadowfield but even 2+ inv can only do so much! :D Yeah, I definitely can wait for the release...
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Post by Rabidnid »

Its revenge for a couple decades of Smurf jokes I'm sure :)


I saw the new book instore yesterday but didn't read it. I will need to see how much of it is true next time i'm there.
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Post by Aspiring executioner »

I'm just dissapointed that my Thousand Sons have been outclassed in the Invulnerable department with the Legion of the Damned and almost outshone with Sternguard special bolter rounds. In my opinion the WS 6 for Captains is right because of their background saying that they hardly meet their match in combat which would mean Autarchs, Chaos Lords etc. who have WS 6. I'm mighty pleased Marneus has Eternal Warrior now, as I'm sick of him dying in one round of combat to Abaddon, Carnifexes, Sergeants with Power Fists etc. I hope its a typo when it says Marneus's storm bolter is AP 2...
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Post by Drainial »

Well either this is inacurate (although warseer is more reliable than most for this), Space marines are geting a running jump at the power curb or the list is going to be hurendusly expensive. I hope for the later, I have allways thought that Space Marines should be more elite and expensive (I meen they are suposed to be the best of the best of hummanity to begin with, a scout should be able to toe to toe with a hero of the Imperial gaurd, a fully trained and armed battle brother should have no problem with an Ogryn). But I am glad that the legion of the damned have a place, I have allways wanted to base an army on them but I have never goten round to it.
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Post by Valeron the forgotten »

Drainial Shadowheart wrote:Well either this is inacurate (although warseer is more reliable than most for this), Space marines are geting a running jump at the power curb or the list is going to be hurendusly expensive. I hope for the later, I have allways thought that Space Marines should be more elite and expensive (I meen they are suposed to be the best of the best of hummanity to begin with, a scout should be able to toe to toe with a hero of the Imperial gaurd, a fully trained and armed battle brother should have no problem with an Ogryn). But I am glad that the legion of the damned have a place, I have allways wanted to base an army on them but I have never goten round to it.


Hmmm i would disagree with the fact that a scout should be able to stand toe to toe with a "hero" of the imperial gaurd. Essentially you have just said a scout should be able to kill commisar yarrick. Also a battle brother would still have a hard time against an ogryn. Even with a suit of power amour ogryns are beings of pure muscle who can rip a man apart with thier bare hands they are like mini dreadnoughts. Read the space wolves novels if you want to see a fight between a space marine and an ogryn.
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Post by Elric of grans »

From what I have heard, they get all these toys but will cost the same. This makes sense, in a way, as Games Workshop seem to be moving towards cheaper units. Rather than making Marines cheaper, they just simply make them a heck of a lot better for their points --- in some ways, I think this was a good choice. They will probably be nicely balanced against Orks and Eldar, or at least I hope that is the case. Pity about people who play Dark Eldar. Or Imperial Guard. Or Necron. Or Inquisition. Well, everyone who has an out of date codex!

Personally, I was hoping to see the Smurfs become more like the Grey Knights (in the small numbers department, not the massively under-powered one), but it does not make much sense for Games Workshop to encourage people to spend less money on miniatures ;) Currently, I am just hoping they eventually get everything set up nicely so that sixth edition can be at about the same level as seventh edition fantasy battle.
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Post by Alongcamefred »

Looks like I might be putting the 15 disintegrator I had planned together several months earlier.

I really dislike the new storm shield rules, and the ability to give them to an entire command squad with feel no pain. Seems a bit over powered. My Archite does get a 2+ invunerable but he loses it once he fails it, while the marines get to keep their's!

Most armies are going to need to take slightly more competetive army lists to beat an average marines list, the same goes against Orks and Eldar.
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Post by Drainial »

It will probobly turn out alright in the end, there hasn't been a book yet that didn't have some people shouting about fact that the whole system was broken and that this army was far too powerful, its allways alright in the end.

@ Valeron: Maybe not Yarik, he qualifies as a 'Great Hero' of the imperial gaurd but looking at the entry requirements we know about for the chapters they should give the regiment champion a run for his money.
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Post by Derikari »

Drainial Shadowheart wrote:Well either this is inacurate (although warseer is more reliable than most for this), Space marines are geting a running jump at the power curb or the list is going to be hurendusly expensive.


Yea, it is inaccurate. Scout bikers can get rapid firing grenade launchers. Just a quick glance, they didn't mention how HQs can change the FOC. For example, a Captain on a bike or that Khan lets Marine Bikers, in a big enough squad, be taken as troops, and some Techmarine guy lets Dreads be taken as elites and heavies.

It sucks how the poster boys get all the love, and everyone else is kicked in the balls. Poor Chaos lost a fair bit of their character.
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Post by Rabidnid »

Scouts now have a transport, an open topped skimmer that can carry 5 scouts

Tech marines get some cute gadgets including a tracked missile launcer thingy

The characters are all pretty much as described above.
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Post by Lord temnir »

I've read the book too in my store. The Landspeeder Storm (the scout transporter) is practically a like landraider for scouts because enemy models charged by those scouts get LD-2

The Techmarinecanon is pretty hard but IMO it will be mainly there to draw enemy fire.

And don't get to excited about the new SM-codex: there is pretty hard stuff in there but don't forget that it cost's loads of points to have such a elite army ;)

Yes and have I mentioned that assault terminators with shields will have always a 3+ wardsave? ^^
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Post by Lord ruerl of harganeth »

I have the new codex and quite like what I'm reading in it, espcially the Hawek Lords bits, and even if they do come up with a background for them, I'll stick to my own background.

I was hoping Telion would be a super stealthy infiltrator rather then super sniper, but i'm still going to use him (or rather his stat line and give him a different name. I'll probably convert up a plastic scout)

I've made 1 list and am quite satisfied with it and will be making a second list some other time. One has a Captain and chaplian with jump packs and assault marines and the other has a Chapter Master with termi armour.

It doesn't say in the codex then when a chapter master takes termi armour it replaces his Iron halo. Does this mean he has terminator armour with a 4_ invunerable save?
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Post by Aspiring executioner »

Yes it does mean the Chapter Master has a 2+ save and 4+ inulnerable. As you can tell Iron Halos are compatible with Termi Armour by looking at Marneus Calgar's entry as he gets the same thing. I've played with the new Marines and I say they are not very expensive, it's only the characters who are and the veterans, everything else either got cheaper or better or in some cases both.
Dark Elf Tally using the 6th Ed. list
W: 11 D: 2 L: 8
Dark Elf Tally using the 7th Ed. List
W: 24 D: 2 L: 6
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Demetrius
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Location: Melbourne, Australia

Post by Demetrius »

Why give him Iron Halo? Give him the (spot the cheese) 3+ from a Storm Shield.

Also i just want to say, I don't care that (spot the cheese) Chapter Masters shoot Vindicator shells, but why the hell are they not 0-1 choices? There can only be one dam Chapter Master! I can see 500 point lists with two of them...
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Aspiring executioner
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Joined: Sun Oct 07, 2007 6:06 am
Location: Raiding Lustria for more cake...(Newcastle, Australia)

Post by Aspiring executioner »

Represents the fact that sometimes two or more Chapters fight side by side and a Chapter Master from both Chapters could be present at the main battle. Really only meant for 2000+ games, but I can see future cheesy GT armies containing two Chapter Masters in a 1000pts.
Dark Elf Tally using the 6th Ed. list
W: 11 D: 2 L: 8
Dark Elf Tally using the 7th Ed. List
W: 24 D: 2 L: 6
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