Showing posts with label Codex Rumors. Show all posts
Showing posts with label Codex Rumors. Show all posts

Warhammer 40k Space Marines: New Codex Confirmed Rules


This is copy and pasted from my buddy Fritz at Way of Saim Hann.

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...understanda ble)
- 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.

Warhammer 40k Space Marines Blood Angels: Codex Rumor Mill?

Bell of Lost Souls has posted these rumors about the upcoming SM codex:

OK people, the dex is back from the printers and it's a real peach! Base rules written Jervis, trimmings written by Matthew Hoggard I think his name is.

The info bellow is 100% taken from a final print new SM dex.

Codex
144 pages. (twice he size of the necron dex)
Written by Jervis + Matt
Cover art of Ultramarines
Section for each of the Chapters of Legend (like Eldar Craftworlds in C:Eldar) but without any in-game rules.

General Marine Rules
Combat Squads works as codex Dark angels. 1 Heavy 1 special.
New marine rule, based on Ld, called Comabt tactics.
New Drop pod rule.
Traits dissapear.
Free frag grenades, krak grenades and bolt pistols.

Unit Rules
new techmarine rules has a new option in the form of the thunderfire
Master of the forge, has a conversion beamer.
new land raider variant, called the Redeemer with Str 6 AP3 flamer sponsons and twin linked assault cannon. Sallies like this and the colour section has one in sallies colours.
3 Dread variants. Again sallies seem to favour the new Ironclad Dread which is like a heavy assault/breaching dread. (AV13)
New Veteran rules - Tactical Vets (special ammo like death watch.), and Assault vets (can have jump packs and an assaulted array of nasty CC weapons) can deep strike and assault in the same turn.
Scout bikers will remain.
No two special weapons even for Sallies .
5 man terminator squads 1 heavy.
Commander in terminator armour on a bike or has a jump pack has no bearing on army selection. However special characters do.
Rites of battle is gone. But marine captain get Halos

Special Characters
11 specials which add chapter traits to your army, Calgar, Tigirius, Lysander, Shrike, Kronos, Sicarius, Kantor, Tu'Shan (WTF really hard guy probably the best SM charater in the game but at 200+ points...), Cassius, White Scar guy and scout character, all will have models.

Other Stuff
Drop pod kit looks similar to the forgworld kit but is hollow with seats around the edges and a control table in the middle. Storm bolter come down from the ceiling of the pod when deployed.
Drop pod kit priced about the same as rhino's (£18)
Codex release date is October
Plastic LR redeemer/crusader
Plastic Scout bikers, imaging scouts on scrambler bikes!
Retooled Plastic Land speeder + another new varient which works with scout squads call land speeder storm.
Scouts have helfire heavy bolter rouns but are WS and BS 3 and are still troops
Thunderfire a thuddgun/molemortar cross.
New metal range (I think more metal vets!..... again.... mmmm jump packs!)
New Sicarus now has hair and a beard! *shrugs* go figure!
Razor back has may weapon option, twin heavy bolter, Heavy Flamers, Assault Cannons, Multimelta, Lascannon, and Lascon and twin plasma guns.
New HQ units.

Marines are now what you may call pretty hard!

HQ

Specials
Captain
Master of the forge
Librarians
Chaplains

ELITES

Terminators
Vanguard Vets (tact vets)
??? Vets (assault vets)
Dreadnough
Venerable Dreadnought
Iornclad Dreadnought
Techmarines - Thunderfire

TROOPS

Tactical Marines
Scouts

TRANSPORTS

Rhino
Razorback
Drop Pod
Land Speeder Strom (Scouts only)

ASSAULT

Assault Marines
Bikes
Scout Biks
Attack Bikes
Landspeeder

HEAVY SUPPORT

Preadator
Devastators
Vindicator
Wirlwind
Land Raider
Land Raider Crusader
Land Raider Redeemer"

~There is talk about the marine special rule being voluntary fallback, and the possibility of veterans being able to deepstrike and charge on the same turn. Wow, voluntary fallback, and the conversion beamer makes their return. Thats a lot of cool stuff in there. More as we get it, and as usual, Caveat Emptor folks.

So, there are some GREAT GREAT things here. LR Redeemer with the flamers on the side.. deep striking and assaulting in same turn!!! Assault Drop pods!!!! Ironclad Dreads. So much great stuff. Maybe we will actually see space marines climb to the top of the heap? I mean, really, at Gamesday 2008, in the top 12 armies, there were no less then 10 Tyranid armies...all pretty much the same. That needs to stop. I will gladly give up Assault Cannons for the nerfing of Genestealers...

So how will this impact your army? In another post, I talked about my options, wether I would build my Blood Angels, or revamp my Black Templars as my new 5th edition Marines. Of COURSE I am sticking with my Angels.. but I might have to try both! :) Opinions?