As First Reported by Bell of Lost Souls
NEWLY UPDATED AS OF 8-13-2008.
Thanks to the efforts of Warseer’s Variable Bob and the reporting of Bell of Lost Souls
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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Filed under: Miniature_Wargaming, Warhammer 40k | Tagged: 5th edition codexes, 5th edition space marines, games workshop, space marine codex, space marines, Warhammer 40k, Warhammer 40k 5th edition









[...] Space Marine New Codex Rules Rumors [...]
YEES!!!!!!!!!!!!!! now all those sm player’s who abandond thier armies for deamons and chaos can go suck it.
I’ll be very disappointed if vanilla space marines get Veteran assault marines. My blood Angels have had them since third edition, and its makes the army now . Vanilla space marines never had them, or even mentioned them, so why do they get them now?
[...] Warhammer 40k 5th Edition Space Marine Rumors [...]
I am looking forward to seeing the re-cut of the razorback with all those weapon options in one box in plastic! That sounds awesome.
Plus it means some of my old transports are game legal again! YAY!
Shame about losing traits, but we will see how the special characters change the armies…
[...] SPACE MARINE RULES RUMORS [...]
it looks like the ridiculously-better-than-sm chaos marines will finally be matched. i hope? it generally looks rele kl. they possibly could have focused on making space marines an even stronger ranged army though instead of vet assault marines, to give a contrast with chaos, and to make blood angels more unique.
Only one problem… No more chapter armies
I can see it now a Iron Hands army commanded by Calgar and Shrike. Sad but true (But i’ll stay with my Ultramarines)
The only thing that made the Space Marines interesting was the traits, and now you have to take special characters to obtain them. It’s like GW are actually trying to make every single SM army noobish and characterless (in terms of background), or noobish and character-heavy (in terms of models). I just hope that rules for Iron Hands appear in White Dwarf as soon as possible after the release of this Codex, because without the intricacies that the traits afforded, they will suddenly become very boring.
[...] New Space Marine Rumor Roundup [...]
could someone please tell me when this codex is going to be released
ive always like special characters but there are too many for ultramarines and so unless the release more in the codexes for other chapters to balance it out its a bit pants but you can re name them for your own chapter which is quite good
the traits are what my army is centered around.
it makes them unique and allows me to build my own background and justify spending millions on plastic.
without them we are far too similar.
if your going to reduce the games value please reduce the price.
this will make tournaments and games terrible.
why not just leave traits in?
is there anyway to petition this?
So, how do you fit 11+ models into a landraider when a squad can only have 10 models? Thgx!
WTF? SM characters have more options than chaos LORDS despite these lords having been around since the heresy. we are starting to see the disregarding of fluff, i.e wykyd’s point about blood angel specific units in vanilla army. As to tommy boys post, just how are csm better than sm? we have nothing to show for thousands of years of experience equipment or rules wise, and have lost our legion specific traits. im sorry but its no longer 40k but Space marines and the rest.
Btw where is dark eldars much needed update? i dont even play de but i still feel their pain.
Ironfist, on August 20th, 2008 at 10:11 pm Said:
So, how do you fit 11+ models into a landraider when a squad can only have 10 models? Thgx!
10sm+1captain+1chaplain=12
Good job Games Workshop, each time you redo the rules, you fuck everyones armys up forcing them to repaint and remodel their armys and buy new box sets to make their old armys legal again.
Hey, i just started in the 40k universe, and I was creating my own army with its own background and traits with its strong and weak points and what not…does this mean my armies individuality is going to be taken away, if so…motherfuckers…
We got an advance order of the codex today. Couple tidbits…lets see…Telion (the scout spec character) can choose which enemy models to assign his wounds to. Also, predators are cheaper by about 15 points. Um, yeah, basic marines are a point more expensive now. What else…oh, Rhino’s are only 35 points, as expected. Oh, what surprised me was that Storm Shield’s give a 3+ invulnerable save at all times, not just in close combat.
Perks of working in at a gaming store.
This is some bullshit. I see GW make the effort to make a bunch of new characters, new units, new landraider variant and a plastic drop pod, yet no sign of a plastic CSM dreadnought. Guess whos GW’s favourite army.
I like it, the traits were far too prone to power gaming. personally the traits were the reason i stopped playing marines! still not gonna play em but the new stuff sounds a lot better than the old one. people talk about the traits making armies more unique. well yeah they did, they also made marines by far the most powerful army in the game. now your personalisation comes down to force choice which is exactly like it is for every other army. my only problem is the 5 or 10 rule its crap, why they put that in is a complete mystery to me. also bring back the armoury, or do GW beleive that everyone who plays their game is 5 yrs old or retarded??
When I rebuilt my SM army (my old one was my first army, so it was painted really crappy) it gave me a chance to reflect on my SM experience. I was always stuck on which chapter to play, should I be DA, SW, DA, BT? So what I did was bought all the codex’s and when required to make a unique unit that was specific to a chapter, I module it appropriately and paint it how I wanted and added it to the whole mess of my army. This allowed me to play Dark Angles one day, and Black Templar the next. (I would specify before the game which codex I was using) This has allowed me to be very flexible and I get to enjoy the fun of each chapter. I also wanted to personalize my chapter, so what I did was said that each company fought how the company commander felt they should, thus (fluff wise) giving me an explanation for using all the different codex’s with modules that were painted differently.
I welcome the new codex because all it means is that my army is going to get bigger. For those of you who do not have the money to do what I have done, or have already spent a lot of your time, money, and energy into your current SM army with its uniqueness, I feel your pain. My only suggestions are, to go with it and give the new codex a try, do what I have done with my SM army, or rebuild. The latter being the last thing you probably want to do. There is always a way to keep your armies unique feel and grow with the new rules, it might take some effort, but it’s doable.
Remember, this is a hobby. If anybody is that upset about the new codex that they quit playing, maybe it was a blessing in disguise. It’ll give you a chance to get out more.
I collect black templars and tbh i’m very excited about the new codex but is it me or does that champion in the houner guard sound very similar to the Emperor’s Champion, minus the vow stuff of course, but i mean he’s WS5 and he can carry a power weapon that gives him Str 6, 2+ armour save and he has to target enemy characters. Sounds very similar lol, not complaining though sounds really good, and i converted and painted up my new tactical squad to look more like veterans so i don’t have to fork out for some new metal models
it seems they’re taking all the strengths of every other army and loading them into one codex (the rulebook rewrite didn’t help here, either). add to that the space marines’ very own strength…
eldar have lightning fast vehicles they can use to storm specific areas of the battlefield, tie up enemy units, or hold objectives. now the marines have a scout vehicle that can do that.
some other armies (eldar, orks and tyranids) make extensive use of the fleet rule, now thanks to the rulebook rewrite, even space marines can do something similar.
the orks have huge, powerful gunz, but they’re unpredictable. marines get huge, powerful guns that allow you to change ammo types to suit the situation with NO negative effects.
a whole squad with a 3+ invulnerable is just plain cheap, no matter how you cut it. redeemer cannons are also terribly overpowered.
the space marines just have so many options, now, and i’ll bet in the next chaos marine rewrite, they won’t get any of them, despite the fact that they’re introducing “new” renegade marines. surely, they won’t say things like “yeah, slaanesh rules, but lets leave all those insanely powerful redeemer cannons, thunderfire cannons and storm shields with the good guys, just so all the kids can kick our asses with ease!”
and i completely agree with ash. i stopped reading comments when i reached the posts starting with “I collect such-and-such chapter.”
fantasy has never been more appealing. end rant!
the new sm codex is rilly good but it is not comeing out till the 4 of sep and if you live were i do you can not get till x mas tjhere are a foo probs with it but it is a good codex it is a shame i have the rill one and i got it at gamesday you can still us you blood angles and for me my dark angles there are going to be more codexs and if you have bin playing the same lenth of time i have it is nice to see some of the older modles come back and come on any one that colects any other army is a noob so i think you will be saprisd to see wat you will get.
i think you’ll find marine players are usually the “noobs”. people new to the 40k hobby are force-fed space marines from day 1. they are claimed to be the “beginner” army, simply because they are so powerful. they have virtually no weaknesses, and plentiful strengths.
sure other armies can defeat them, but they have to be very clever and/or lucky to do so.
also, many veterans also do use marines, but they do so in a characterful, non-power-gaming way, which this new codex totally is not!
I totally agree with Jay and Ash here. It’s so obvious that SM are getting the special treatment. They’ve had four times as many updates and releases as anybody else has, not to mention every other army sees the release of more SM plastic kits because of chapter specific codexes. What about craftworld Eldar? What about Ork tribes? What about different Chaos Legions that got completely fucking hacked. What about the Inquisition, who would sooo blatently have much more powerful equipment than SM’s would. It just seems to me that they’ve made SM’s so that they can literally deal with any army they come across because not only have some of the new rules been obviously written with them in mind, but they have at least one trait which another army has as an advantage.
Orks: They saw the return of the Shokk Attack gun. This means their Mek character would have a bit ard gun that could blam things to pieces. oh shit, techmarines only have a servo harness with 2 power fists, a twin linked plasma gun and a flamer, and a retinue of servitors who can take heavy weapons. Shit, we gotta rectify this so orks don’t have something better. lets return the Thunderfire Cannon andmake it super ard with 4 different ammo types and no disadvantages to using it. Orks also get fleet if they waaagh. Well, we can’t leave Marines behind can we, so we’ve not only increased the capacity of the transport vehicles (which are higher than Chaos funnily enough, who use the same thing), but we’ve written a rule so all infantry can run. yeah so they can’t shoot or assault, but it means that armies like the Tyranids and Eldar who rely on their swiftness have now lst that advantage. I did also notice how heavy close combat weapons have disappeared. Wouldn’t be so SM’s will get their full 3+ saves would it? Lets not get started on the increased cover saves. There’s also the apothecary doing the exact same thing that a mad dok does…
Dark Eldar: they rely on Infantry who can fleet (as mentioned above) and also rely on their fast transport vehicles. So what do SM’s get? A landspeeder that can transport. OK, only scouts, but scouts can really do some damage against many other troops types thanks to the SM’s far superior weaponry. Lets not forget that this thing will probably be able to be armed with a multi-melta too. Not to mention being able to disrupt deep strike AND lower leadership when the scouts charging from it. Wyches have a 4+ invulnerable save in combat. Ah shit, this makes things difficult for SM’s. Tell ya what, we’ll make storm shields 3+ invulnerable not only in close combat, but now just in general. Yeah fuck on that Dark Eldar, you think you have specialised close combat troops…guess again. And by the way…the Dark Eldar haven’t had an update since 3rd edition!
Chaos: Well…where do I start? Do I start with the fact that the chapter master has a better invulnerable save than a Chaos Lord, Daemon Prince etc or do I start with the vast amounts of squads that can be taken as retinues? Who by the way, completely own Chaos Chosen who you’d think would have far superior batlefield experience. Or there’s the 9 SM psychic powers that can be taken instead of the 6 who can be taken by Chaos, and half of those are depending on what Mark you have. Proximity to the warp anyone? Heard of it? Wouldn’t it make Chaos a lot more psychic? Do you think SM’s could have anymore HQ options? Not to mention Special Characters which have been made a hell of a lot tougher than the Chaos guys. I noticed how Tigerius is now as hard as if not harder than Ahriman. Isn’t Ahriman supposed to be 10,000 years old, an acolyte of Tzeentch, AND makes it his personal business to learn psychic abilities and gather artifacts? I was half expecting to find Marneus Calgar as hard as Abbadon here. Which reminds me…back to my statement about writing rules around SM’s…not only did white dwarf actually say it (small statement about Allessio Cavatore), but who’s the only character who benefits from having 2 powerfists and getting an extra attack in the whole entire game?…I’ll give you a clue…He leads the Ultramarines. The Chaos Vindicator, the Chaos Land Raider, the Chaos Dreadnought…infact the whole Chaos heavy support section is now worse than the SM 1. You’d have though they’d be pretty similar. But noooo…we can’t have that can we. No we have to have a dreadnought with a higher armour value, we have to have Land Raiders with a higher transport capacity. We have to have little pieces of wargear for devastaters that make them better shots. Need I go on? I wont even mention about Chaos Icons preventing scatter. I’d be here forever.
Tau: The Tau have pieces of wargear that let a vehicle move and target different units etc. Well guess what folks, now the new Land Raiders can do just that. yep, that’s right, they can fire at different targets using the machine spirit and now they don’t lose out on BS either. Not to mention all the increase in gun strength etc. Did I notice up there that storm bolters are now assault 4? wtf??
Eldar: Most of this was covered up top, but to counter the aspect warriors we now have fuck loads of different elite units that can basically piss all over aspect warriors. Legion of the Damned anyone? See ya later striking scorpions. Also, because the Eldar had a flamer weapon that was S6, we had to make it so that SM’s had 1 that was better. So, welcome the redeemer cannon. S6 AP3. Goodbye Eldar. Full stop.
Chaos Daemons: The Daemons army, as much as I don’t agree with them…deploy half of the entire force in turn 1. Well guess what, the brand spanking new drop pod can do just the same. There’s goes another army and it’s tactical advantage, because the SM’s now have that too. But they also combine the Chaos Icons rule where anybody within 6″ deep striking now doesn’t scatter.
The Inquisition: This includes both armies…well…lets face it. They’re both cack. They need a sorting out. They need new models, new rules etc. But the thing that gets me is the Inquisition is supposed to have absolute authority. So why don’t the Inquisition armies have all this rock ard wargear that keeps appearing in the SM codex? Doesn’t make sense to me…Oh but wait! There is something that appears in the Inquisition codex that makes them unique. it’s called orbital Strike…oh wait a minute…SM’s now have that too…um…shit…
Imperial Guard: aren’t these guys supposed to be the backbone of the Imperium? So why is it that the Imperial Guard have 3 selections in their heavy support section when it seems SM’s pack more firepower than they do? Doesn’t seem right to me…
I thought I read somewhere that SM’s were supposed to have been made more competitive on the tabletop. Guess I was mistaken, because this just looks like an over the top power gamer list to me. I’m failing to see what is so competitive about this list at all. And don’t anybody dare say about them being the best selling army and it being for marketing purposes, because I can garuntee if the other armies got just as much attention they’d sell just as well.
BTW, has anybody noticed how the rulebook has near enough a reference to SM’s on every page? I wonder why…
I know this was a big rant, but it had to be said. Not that it’d make any difference whatsoever. And Ash was right, it has turned into Space Marines featuring everyone else. Enjoy your power gaming noobs.
i agree with darren above me that Chaos got screwd. Im a Chaos player myself and im pissed.. First to start off is Tigurius V.s. Ahriman. Tigrus has all 9 psychic powers, (which all pretty much kick ass) and he can use 3 per turn and i can bet he will have a 4++ save as well as 3 wounds(standard) and a psychic hood.. Now look at Ahriman.. he can use 3 powers as well, has a 4++ , but when it comes to the thing that matters most about him, he is way out played.. sure he has warptime and gift of chaos, but everything else suxs pretty much except Lash of submission… which of course he doesn”t even have… Also Doombolt St8 Ap1 assault 1… vortex of doom.. ST 10!!! ap1 BLAST!.. sure u with the vortex u have risk but way worth it if it works. but none of those for chaos oh no…. its too good… its bullshit.. Next U have ABADDON with a 4++ save… but then u have these ghost people with a fricken 3++??? Now Abaddon is the mightest chaos player there is but no 3++, sure we have a deamon weapon… but when u hit that all magical 1, there goes 275 points down the drain… i mean they have more 3++ saves then the chaos, deamon, eldar, hell the IG dont even have a 4++… (Rosairus doenst count).. but wat there elites have them and 3 of the HQs do too?? and wats this bullshit the cost 165 and have free guns? BA dont have them or DA or Chaos… damn tricksters.. and wat the hell is drop pod assault? if space marines get that shit give Chaos deamons cultist like in the old codex and give them banners.. and see how fun they would be to fight… but i say bring on evey new SM army there is my khrone and thousands will give it right bax to you and there will no mercy nor sympathy. LET THE BLOOD FLOW & THE GALAXY BURN!!!!!
the marines are a very good army but they have a lot of bad thing about them like they do not have any long rang wepons untill naw plus power armor is not alwas the best way to go if you clek nids you will most alwasy win i can only fild 50 men and nids and other sorm army can out number us and if you think apc the marins have no games work shop modles for it and just to let you no ork stompa is comeing out next year
and yes most of the noobs are draged in to sp because therer noobs and do not no haw to play
these legion codexs better be good..
no they get wors ever time they come out
the sm are weeker then they were i no that
Oh dear god people… Yes Space Marines are there Fav, Why cause they’er the Flag ship Armie of 40K, and space marines are no better than any other armie, they still lack numbers and there basic weapons are only ok. plus this is the fist book written in conjuction with the new rules so yes there are a few things to be added to the other armies
as for who has what war gear well if you read your histories (yes a bit geeky i know) some space marine machinerie won’t work in the warp as it decays, warps or mutates… Plus they have no way to maintaine it in the warp.
Finally acording to the games workshop website there are still options to custimise your marines.
I quote
Codex: Space Marines is the first of the Warhammer 40,000 Codexes to be redone in the wake of the revised edition of the rules. As such, we’ve lavished quite a bit of attention on it. Inside the book (assuming you make it past the fantastic Karl Kopinski cover!), you’ll find the complete Space Marine army list, which allows you to choose your forces for a tabletop battle. Also included are special rules for selecting unique traits to personalize your own Chapter and give it a flavour beyond the strictures of the Codex Astartes, while maintaining its Codex origins.
hope this sorts out the rants above so shut up and enjoy and trust the game in the hands of pros who spend months play testing
i agree stop complaining about the new rules and which army is better or not. each army has advantages and disadvantages and if u cant figure that out u r a noob.
you just have to work to the advantage of ur army over others so people who say that marines are overpowered get over urself.
has any one look at the gw web site latily if you have and are starting a new army like i am /eldar/ you might have notist that the price of a codex is £15 and my be rising to £18 and the price of figers my be rising as well
any way if you are a sm player and have bin hering romers of a thunder halk gun ship coming out for games work shop you be happy to no this is not the case and they are bilding a stomper in stede
hi this new codex is wiked i dnt no when the space wolfs is comeing out but hopthly so the space wolfs are so aswome the dark death lords are going down exter >> Choes suck come on space wolfs !!!
Hi whoes played wid the Mars pattern Warhound Titans are so aswoume emmmazine 50 in a army that would be something come on u titans choes u goingdown i h8 choes nd they so suck cock space marines rule !!!!
thos with titans beter wach out the master is back
72 st 10 ap1 blast come on
csm…here’s the plan….
get some “new heresy” marines, also known as all the good units
just get some chaos, then get a LR redeemer, veterans, mayb some termies, and maybe an hq master or sumthin….
iorn clad dred is so cool
it can have a huracan bolter and sismic hammer
tbh this is the first in the line of new codexes and chaos will be v similar when they revise their codex.
tyranids lack the most in the new edition rulse as it does not favor combat anymore unless your enemy is a complete IDIOT they will stand and fire and move back not forward if needs be against nids. this will only allow combat when ther is no more board to move back into. combat favors he with most atacks only now its all across one level in that you cant overwhelm anymore or consolidate into another combat. also they lose their speed advantage making it take sometime to get into combat 1-2 turns longer. all the while gettin shot to bits between combats meaing even outnumbering 2-1 is almost useless. even managing a 3-1 in your favor would do you almost no justice because by the time you hit combat its usually a level game 1v1. except for the fact the 3+ armor save will inevitablly mean you lose combat. and even tho 90% of the time you will not break from combat you will lose extra wounds meaning ya basically F*#$%D any way. ya cant shoot ya way through a game nor can you get fast combat anymore! this does need addressing fast tbh. tau have a kite any none shoting unit advantage so basically stay out of thier way wherever possible. you move 6″ +D6 LOL at you i move 6″ shoot and move another 6″ catch me if you can nids i think not.
atleast one thing is certain i can hope to see my new army book (tyranids) in around 2015 after every other army gets done first! and you think dark eldar are next! LOL dont be silly its alien hunters an adaptation of a ordo xenos marine chapter (crimson fist basically).
and where are squats?…. am guessing those little stunty fellas aint ever coming back.
quote from dominic “i can only field 50 men and nids and other swarm armies can out number us”
out numbering a space mrine army has never been hard to do tbh. but out numbering marines thier 50 to my 60 is not really out numbering when i lose 40% before i even get combat. its only likely that you will kill 15% of their army before combat to. so they technically outnumber us!
dude have you ever fort a imperal gard army with no tank and only men right yer it on manged to kill a squd in 24 inch but when you move in to 12 inch of them my 50 marins 15 termanaters hq 20 bicks and 10 assolt marins were hit with 600 torch lights my army had some bad uv ray berns man
any way you all think pawer army is the best thing ever
try to kill my eldar army in 1500 battle
I have been playing 40k since 1991 I have every army and play all of them. 40k has always had Chaos over powered and space marines are nurfed and this is done to balance the game play, chaos was over powered early on to get people to play them. shuriken cata. at one point were scary as geanstealers here hell on earth. that was a long time ago the new SM codex is more along the lines of space marines are imortal superhuman war gods and are the best in the universe with the best equipment. if you have seen “Movie Marines” stats that is a ture marines 5 to 10 take on 10 to 20 times thier number that would make them to nasty and would not be FUN to play aginst. I love the vengaurd and stern squads they make sence. I like the chapter traits alot to. So play around make your own stuff with your gaming buddys it’s cool
what i was sayin is that with the new rules combat is not really an option and can be avoided quite easily. with the nerf to outnumbering, consolidation and the added bonus to all armies being able to run a tyranid army is not a very viable choice any more.
the fact remains that what would you rather field? a marine with a 3+ save and a 24″ s4 gun or a genestealer? with well claws. tough choice i think not and they cost the same points. 1v1 marine wins every time!
well not rilly if you fild an army of nids and have gensterlas you most all was have a brod lord with them so then they can deep strik clos enof to assolt then next tern and they all have rending wepons so they are still good at killing things
it like my eldar i have 10 wrath gard that are britty crap they only have 12 inch rang but they can kill a carnifes in one tern if any one of them roll a 6 on wond
wat one woud you like to be the killer or the killed basakly any way the new ork codex is next the gards after that with ork stompa for orks and one of the plains for gards.
then after that i have bin told that the space wolf one is next i have seen some some of the greens of them they prity cool
iron clad dred is coming out soon