Gencon is over, 40k Radio has returned and answered more questions for us, and we have a slightly more complete roll-up!

With only a week left before the Marine codex hits pre-order a lot of us are getting antsy (myself included) and the excitement is so thick you could serve it at your next party as dessert. I can't speak for everyone but I'm dying of excitement to get the book so I can start planning my Exorcists army (here's to hoping Forge World gives the parentless Chapters from the Badab War some Chapter Tactics!).


Before we get to into this, there is a small addendum to the Q&A I posted on the 21st. 40k Radio was kind enough to answer a few questions I asked for clarification. So before we look at the full roll-up here's what they had to say (as with my Q&A compilations, all answers are taken verbatim):

Q: Which Chapters are we missing Chapter Tactics on?
A: You have all of them, but not the full extent of the rules (Zion's Notes: I asked for a little clarification on this)
CLARIFICATION:RG and Ultras. mostly about how they work.

Q: Could you give us a summary on how this SC restriction works exactly?
A: The SC only work for their Chapter. For example, Telion can only be in an Ultramarines army.


Q: Is there a way to take SCs in another army (for example, a homebrew or in an army that doesn't have Chapter Tactics?).
A: The only way that can happen is if they play Ultras and use their CT, but you paint them Blood Ravens. You have to match the SC to the CT.

I also want to thank everyone who credited us for when quoting the Q&A compilations. It's always great to get a nod for your work and I really appreciate it.

Now onto the roll-up! As normal the updated rules/units are in italics, additionally corrected/updated rules are also in italics and have replaced the errors (Emperor's Champion's status on taking a slot for example).

Codex Information

Author: Robin Cruddace
State: Awaiting September Release

General Information

  • 176 Pages
  • Cover features Sicarius
  • Less Ultramarine-centric (more chapters in the spotlight and then allowing for a proper expansion on the Ultramarines in a supplement)
  • 7 different Limited Editions, priced at $115 USD (regular edition is rumored to be $58 USD)
  • Black Templars moved back into the codex. Confirmed
  • Black Templars get special mention in the White Dwarf by Robin Cruddace on why they were moved, and are the Battle Report army vs CSM/Daemons Confirmed
  • Black Templars are featured as one of the Limited Edition books Confirmed:

Space Marine Strikeforce $220 USD - 39 models

New Codex Rules

  • New codex focus is on synergies between units
  • Graviton Weapons are being brought into standard 40k Confirmed
  • Black Templars are in the codex. They retain unique access to the Emperor's Champion and Crusader Squads, their allies chart options and can take any option in the codex apart from Librarians. Their Chapter Tactic replaces Vows.
Chapter Tactics: (These still work even if the Space Marines are allied to another army, and, unless otherwise stated, apply to all models in the detachment)

No Chapter Tactics provide Fearless or Stubborn to the army.

Chapter Tactics do not need to be purchased.
  • Ultramarines: (May no longer elect to fall back from combat) Choose one of the following Doctrines: Tactical, Assault, or Devastator. The Tactical detachment re-roll ones while shooting, unless they're tactical marines and they re-roll all failed to hit rolls in the shooting phase. The Assault detachment re-rolls charges, unless they're assault squads, bikes, or attack bikes who get fleet. The Devastator detachment get to re-rolls on snap shots and overwatch shots, unless they're Devastators and they gain relentless as long as they're not disembarking from a transport in the movement phase
  • Imperial Fists: Bolter Drill, which allows them to re-roll any 1s with all Bolter weapons listed on page 56 of the codex (it does not work with Sternguard special rounds), additionally all Devastators and Centurion Devastators gain the Tank Hunters special rules and add a +1 to all rolls to damage buildings.
  • White Scars: +1 to jink save, auto pass on dangerous terrain, +1 to Hammer of Wrath attacks, Hit and Run on all units, except for Terminators and Centurions (both types).
  • Raven Guard: Stealth USR and the ability to use their jump packs in the movement and assault phase.
  • Iron Hands: Army wide 6+ Feel No Pain and It Will Not Die for vehicles and characters . Techmarines and Master of the Forge also get a +1 on their Blessing of the Omnissiah rolls
  • Salamanders: Re-roll any failed armor saves from flame based weapons, also with their flame weapons they get to re-roll any failed wounds or armor penetration that fail to cause a penetration or glancing hit. Additionally any character gets to master craft one weapon for free.
  • Black Templars: Crusaders (gives Adamantium Will and Crusader USRs) and Accept All Challenges, no Matter the Cost (Characters gain Rending and Re-roll To-hit Rolls in challenges). Not Required to give/accept challenges.
  • Second Founding or Later Chapters: Use the rule of your Parent chapter.
  • Unknown Founding or Homebrew: Pick one.
Chapter Tactics can only be mixed by allying in a separate chapter (this implies a new rule allowing the codex to ally to itself).

Wargear:
  • Graviton Pistol: 12", S*, AP2, Concussive
  • Graviton Gun:  18", S*, AP2, Salvo 2/3, Concussive
  • Graviton Cannon: 24", S*, AP2, Salvo 3/5, Concussive
  • Grav-Amp: Re-Roll Wounds and Armor Penetration rolls with Grav-weapons
  • *Graviton weapons always wound on the same number as the target's armor save (example: against a Marine it's a 3+, against a Gaunt it's a 6+), against vehicles on a 1-5 it does nothing, on a 6+ it automatically Immobilizes the vehicle and removes 1 hull point. Rules are not yet clear how this applies to models without armor saves.
  • Graviton Pistols are available to almost any model that can take a pistol
  • Graviton Guns are a Special Weapon
  • Graviton Cannons are only available to Devastator Centurions
  • Flak Missiles available for +10 points
  • Auxiliary Grenade Launcher: 24" Rapid Fire 
  • Relic Blades: S+2, AP3 
  • Power Weapons generally cost the same, depending on unit taking them
  • Power Fist retains same points cost as current codex.
  • Camo cloaks add +1 to cover saves (like the Dark Angels codex), no HQ has access to them.
  • Vehicles do not have access to Grav Weapons.
  • Chapter Relics include 2 swords, 1 Bolter, 1 set of armor, 1 Storm Shield, 1 banner.
Warlord Traits: 1 chart shared between all chapters.

HQ

Models:
New Captain Model Confirmed $30 USD - Plastic Clampack
















New Librarian Model Confirmed $30 USD - Plastic Clampack











New Chaplain Model Confirmed $30 USD - Plastic Clampack












Reclusiam Command Squad 5 Man $90 USD - 5 Model Command Squad, Razorback, and Chaplain

Rules:
Special Characters are no longer required to run a specific chapter. Some Special Characters provide bonuses to units from their specific chapter though.

Characters from chapters can only be chosen by those specific chapters. For example: an army with the Chapter Tactics (Imperial Fists) can not take Forge Father Vulcan He'stan as part of the main detachment. Characters can still be shared through the use of allying one chapter to another, however.

Chapter Tactics restrict which Special Characters a player can take when using them with an army with no known parent chapter, or homebrew chapters. For example, if playing Blood Ravens with the Ultramarines Chapter Tactics the player can take the Ultramarine Special Characters in their Primary Detachment but must use allies to bring in other characters and their Chapter's rules. 

Chapter Tactics only apply to that specific detachment, they do not mix.

No Characters give Fearless or Stubborn to the army.

Captain Cato Sicarius: 
  • 15 point reduction in cost.
  • +1 to Reserve Rolls
  • No longer can re-roll his Seize the Initiative attempts

Chaplain Cassius: 
  • 5 point increase in cost.
  • Gained Zealot USR

Chief Librarian Tigurius:  
  • 65 point decrease
  • Mastery Level 3
  • Knows all disciplines
  • He can re-roll his dice when determining his psychic powers
  • He can re-roll reserves(even successful ones)
  • Helm of Hellfire is a psychic hood
  • He can re-roll failed psychic test
  • Statline is unchange

Forge Father Vulcan He'stan: 
  • No change in points
  • Gives Meltas in the Salamander army Twin-Link.
Kor'ssaro Khan: 
  • 35 points cheaper
  • Moondrakkan 20 points cheaper
  • Bikes and Dedicated Transports in a White Scars detachment have the Scout USR
  • His bike does D3 Hammer of Wrath hits.
Lysander: 
  • Increased cost by +30 points
  • Still retains Eternal Warrior
  • No longer has Bolter Drill instead allows all units in 12" with Chapter Tactics (IF) re-roll on morale and pinning test
  • Same statline
  • Can't be in the same detachment as Pedro Kantor
Marneus Calgar: 
  • Rolls for 3 Warlord traits (re-rolls duplicates) and keeps all three
  • Terminator Armor now allows him to Sweeping Advance
  • 25 points more expensive than his current incarnation
  • May take his Terminator Armor for 10 points
  • Terminator Armor still has a Teleport Homer.
  • May still take up to 3 units of Honor Guard
  • May still choose to pass or fail all Morale Checks
Pedro Kantor:
  • 10 point increase. 
  • Makes Sternguard Scoring,
  • Uses Chapter Tactics (Imperial Fists)
  • Retains 12" +1A Bubble 
  • Has 4 Attacks, 4 Wounds
  • Can't be in the same detachment as Lysander
Shadow Captain Kayvaan Shrike: Can only infiltrate with jump infantry


Chapter Master:
  • Has 4 Wounds and 4 Attacks, 
  • Still has Orbital Bombardment
  • If the Chapter Master is on a bike he can make a single bike squad of at least 5 models a troop choice (just like the Captain)
  • Can take a Relic Blade for the same cost as a Power Fist
Captains:  
  • Replace Black Templar Marshalls (and to an extent Castellans) for Black Templars
  • 10 point decrease base 
  • 1 Bike squad of at least 5 models (of which one may be an attack bike) may be taken as a troops choice per Captain on a bike in your army.
  • Can still take Artificer Armor
  • Can take a Relic Blade for the same cost as a Power Fist
  • No other real changes.
Chaplains: Has 2 Wounds, 2 Attacks and the Zealot USR.

Librarians: 
  • No longer have codex powers, but retain same disciplines in rulebook. 
  • Only unit not available to Black Templars 
  • Mastery Level 1 cost 25 points less
  • Mastery Level 2 is a 25 point upgrade
  • Can only get Invulnerable Saves through the Relics (one is stated to give a 6++) or Terminator Armor
Master of the Forge:
  • Still the "shooty" HQ option.
  • Only access to an Invulnerable save is through Chapter Relics. 
Techmarine:

  • Now an HQ choice
  • Does not use a slot just like the Dark Angel codex

Helbrecht: 
  • Once per game gives Hatred and Fleet in the Assault phase. It only works on units with Chapter Tactics (Black Templars), 
  • Can take an Honor Guard (he's a Chapter Master)
  • Does not get Orbital Bombardment. 
  • W4, A4 like the generic Chapter Master
Grimaldus: 
  • Has the Zealot and the "It Will Not Die" USRs. 
  • Units within 6" of the servitors get a 6++ invulnerable save. 
  • He has 3 Wounds and 3 Attacks.
Emperor's Champion:
  • Combat Tactics (Black Templar) exclusive
  • Sword is AP2 (at Initiative), Master Crafted
  • Has 2 "stances", one gives +2 Strength (counts-as 2 handed), the other gives Rending
  • Always has a 2+/4++
  • Does take up a FOC slot.
  • May be the army's Warlord
Command Squad: 
  • May still take bikes.
  • No option for Jump Packs
  • No option for Terminator Armor
Honor Guard: 
  • Honor Guard cost 10 points less per model
  • Retain Power Weapons, Bolter, Bolt Pistol, Artificer Armor, Frag and Krak Grenades
  • No change to Champion, just points decrease
  • No listed option for Invulnerable save
  • Can not take Jump Packs 
  • Can take Relic Blades for the same cost as a Meltagun

Elites

Models:
New Sternguard Kit Confirmed $50 USD - 5 Model Plastic Box
























New Vanguard Veterans Kit Confirmed $50 USD - 5 Model Plastic Box

















Assault Centurions Confirmed $78 USD - 3 Model box shared with Devastator Centurions

















Rules:
Legion of the Damned:
  • All weapons ignore cover
  • 5 points less a model 
  • Retain Deep Strike
  • Retain Slow and Purposeful
  • Can not be joined by characters
  • Still have a 3++ Invulnerable Save

Sternguard Veterans:
  • Special Ammunition is unchanged.
  • Sternguard went down 3 points a model.
  • Combi-weapons now 5 points more expensive
Vanguard Veterans:
  • Heroic Intervention no longer allows the unit to charge from Deep Strike.
  • New Heroic Intervention:  No penalty for disordered charges and Sgt auto passes initiative check for Glorious Intervention.
  • 1 point cheaper per model
  • Jump Packs cost 3 points per model
  • Now Elites

Assault Centurions:
  • Models come with Siege Drills, twin-linked flamers and Ironclad assault launchers. 
  • Siege Drills are S9, AP2, Armourbane, Specialist Weapon and strike at Initiative.
  • Flamers can be traded for Meltas 
  • Assault Launcher can be traded Hurricane Bolters. 
  • They also have the following Special Rules: Slow and Purposeful, Decimator Protocols (Can fire up to two weapons in each shooting phase), Very Bulky, Chapter Tactics, and ATSKNF. 
  • They can purchase an Omniscope which gives the Night Fight and Split Fire special rules. 
  • They can purchase a Land Raider as a dedicated transport.
  • They do not have an Invunerable save.
  • The Assault Centurion statline is as follows: WS4 / BS4 / S5 / T5 / W2 / I4 / A1 / Ld8 / Sv2+
  • The Assualt Centurion Sergent statline is: WS4 / BS4 / S5 / T5 / W2 / I4 / A2 / Ld9 / Sv2+
  • Centurions gain +1 Attack for having 2 Specialist Weapons in close combat.
  • Can not Combat Squad
 All Dreadnoughts:
  • "Basically the same"
Assault Terminators:
  • Thunderhammer/Stormshield Terminators now cost +5 points each to upgrade
  • Points cost unchanged. 
Terminators:
  •  Heavy Flamer went up in points, while Assault Cannon and Cyclone Missile Launcher got the same points decrease.
  • No new wargear options.
  • Points cost for Terminators unchanged.

Troops

Models:
New Tactical Squad Box (with Graviton Pistol and Graviton Gun options in addition to everything else). Confirmed $40 USD - 10 model Plastic Box



Rules:
Tactical Squads:
  • Tactical Marines cost 2 points less each.
  • Tactical Squads are similar to the DA version, and the Marines now cost 2 points less each.
  • Tactical Squads may not take 2 Specialist Weapons
  •  Sergeants work the same as the DA codex
  • Can take a Grav-Gun for the same price as a Plasma gun.
  • May take 1 Special or Heavy Weapon in a squad of 5 models.
Scouts:
  • 2 points less each
  • Can take Land Speeder Storm as a Dedicated Transport.
  • Telion remains the same points cost, but is updated to use the 6th Edition Sniper rules. 
  • Telion is restricted to armies with the "Chapter Tactics: Ultramarine" special rule. 
  • May take Teleport Homers
Crusader Squads:
  • Can take up to 2 Power Weapons/Fists in the Squad if a Sword Brother (Veteran Sergeant) is taken
  • Initiates cost the same as Tactical Marines and come with the same equipment (Bolter, Bolt Pistol, Frag and Krack Grenades)
  • Initiates may trade their Bolters for CCW for free.
  • May take up to 10 Initiates and 10 Neophytes in a squad
  • May take a Land Raider Crusader as a dedicated transport
  • No special rules beyond ATSKNF and Chapter Tactics (Black Templars)
  • ONLY available to armies with Chapter Tactics (Black Templars) 
  • Neophytes can't be taken separately (same rules as the current Templar Codex (1 Neophyte may be taken for each Initiate in the Squad.))
  • May not take 2 special weapons.
  • Power Weapons cost the same as they do for Tactical Squads
  • Power Fists cost the same as they do for Tactical Squads

Dedicated Transport

Models:
None

Rules:
Land Speeder Storm:
  • Now a Dedicated Transport for Scouts
  • Cerebus Launcher is now range 18", S 2, large blast, Blind
Razorback:
  • Base cost increased 5 points
  • Some weapon options became cheaper
Drop Pods:
  • Hold 10 models
  • Priced similarly to Dark Angels codex
Other:
  • Black Templars may take Land Raider Crusaders as Dedicated Transports

Fast Attack

Models:
None.


Rules:

Assault Marines:
  • 1 point cheaper per model
  • No access to melta
  • Can not be troops choices
Bikes:
  • 1 Bike squad of at least 5 models (of which one may be an attack bike) may be taken as a troops choice per Captain on a bike in your army.
  • Max size is 8 models, plus 1 Attack Bike
  • Can still Combat Squad
  • May take Grav-Gun
Scout Bikes:
  • 2 points cheaper per bike
  • Still lay mines as per current codex
 Attack Bikes:
  • +5 points per model
Stormtalon Gunship:
  • Now an official part of the codex, Death from the Skies not required. 
  • Same as the Death from the Skies version.
Land Speeder Squadrons:
  • May be taken in units of 1-3
  • No real chances
 Land Speeder Typhoon:
  • 15 points cheaper

Heavy Support

Models:
AA Tank: "the Hunter" Confirmed $65 USD - combined Kit with Stalker Tank

















AA Tank: "the Stalker" Confirmed $65 USD - Combined Kit with Hunter Tank

 















Devastator Centurions Confirmed $78 USD - 3 Model box shared with Assault Centurions






Rules:
Devastator Centurions:
  • Come equipped with twin-linked Heavy Bolters and Hurricane Bolters. 
  • Hurricane Bolters can be upgraded to Missiles 
  • Heavy Bolters can be upgraded upgraded to Twin-Lascannon or Grav-cannon and grav-amp. 
  • They also have the following Special Rules: Slow and Purposeful, Decimator Protocols (Can fire up to two weapons in each shooting phase), Very Bulky, Chapter Tactics, and ATSKNF. 
  • They can purchase a Land Raider as a dedicated transport. 
  • They can be purchased in squads up to 6.
  • The Devastator Centurion statline is as follows: WS4 / BS4 / S5 / T5 / W2 / I4 / A1 / Ld8 / Sv2+
  •  The Devastator Centurion Sergent statline is: WS4 / BS4 / S5 / T5 / W2 / I4 / A2 / Ld9 / Sv2+
  •  Grav-Cannon is rumored to be AP2 (I am unsure at this time if this carries over to all Grav Weapons or not). 
  • Grav-Amps allow you to reroll to wound rolls. 
  • Each models with no upgrades cost the same as the current price of the base C:SM Predator
  • Can not Combat Squad 
  • Lascannon and Missile Launchers upgrades are each the same cost as a Meltgun.
Stalker:
  • Each gun is: 48" Range, S7, AP4, Heavy 4
  • Can Split fire at reduces BS
  • AV 12/12/10
  • Does not have Interceptor
  • 10 points more than the current price of Predator with no upgrades
  • No alternate firing mode
 Hunter:
  •  60", S7, AP2, Armourbane, Heavy 1
  • AV 12/12/10
  • Does not have Interceptor
  • 15 points more than the current price of Predator with no upgrades
  • No alternate firing mode 
Devastators:
  • Reduced points cost, close to the DA version
  • Signum still gives BS5 to one model in the squad
 Thunderfire Cannon:
  • No change, same points cost.
Stormraven Gunship:
  • Official part of the codex, Death from the Skies no longer required to use. 
  • Same points cost.
Vindicator:
  • "Basically the same"
Predator Tank:
  • Dakka Pred (Heavy Bolters/Autocannons) +5 points
  • Las Pred (Lascannon sponsons/turret) -25 Points
 Whirlwind:
  • 20 point cost reduction, no other changes
 Brother-Sergeant Chronus: 
  • Remains the same (+1 BS to his tank) with a points cost decrease.

Lore

Centurions: A fairly recent adoption by the Space Marines, these suits are only 5,000 years old and are primarily used for line breaking. They are not piloted by Veterans, but rather by Assault Marines and Devastators instead.

Have you been wondering where their arms go when a Marine gets in the armor?














So not a lot of updates this week, but they do help paint a clearer picture. Personally I'm looking forward to this book a lot and can't wait to get a chance to read through it from cover to cover. Several times in fact.

 
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