VariableBob wrote:14-08-2008, 14:23 #1
VariableBob
Veteran Sergeant
Join Date: May 2007
Posts: 75
Default Space Marines Codex Rumours Mk. IV
HQChapter Master
- Ws6 Bs5 S4 T4 W3 I5 A3 Ld10 Sv3+
- Wargear: Power armour, Chainsword, Bolt pistol, Frag and krak grenades, Iron Halo.
- May replace either/both BP &
CCW with: boltgun, storm bolter, combi-weapon, power sword, lightning claw, plasma pistol, power fist, relic blade, thunder hammer. (I.e. Replace bp with LC and
CCW with lc for twin Lcs)
- May replace power armour with Artificer Armour.
- May take: melta bombs, digital weapons, hellfire rounds, auxiliary grenade launcher.
- May take Terminator armour, Jump Pack or a Bike.
- Terminator armour replaces existing wargear (except Iron Halo). Includes storm bolter & power sword. Options: exchange SB for combi-weapon, lightning claw, thunder hammer. Exchange power sword for lightning claw, power fist, storm shield, thunder hammer, chainfist.
- Gives a one shot Orbital Strike which is S10 Ap1 Ordnance 1. Also, the master may not have moved in the previous movement phase. Unlimited range. 2D6” scatter.
Captain
- Ws6 Bs5 S4 T4 W3 I5 A3 Ld10
Sv 3+
- Wargear: Power armour, Chainsword, Bolt pistol, Frag and krak grenades, Iron Halo.
- May take a Relic blade and Storm Shield. Relic Blade replaces bolt pistol/
CCW.
- May take Artificer Armour, Terminator armour, Jump Pack or a Bike.
- Terminator armour replaces existing wargear (except Iron Halo). Includes a power sword.
- May not take a relic blade with Terminator armour.
- 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
- May take Terminator armour, Jump Pack or a Bike.
- 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
- Has two psychic powers included in it's base point cost (ie any two powers from the Psychic Power list).
- May take Terminator armour, Jump Pack or a Bike.
- May take a Storm Shield (but apparently this is more expensive for them than most models).
- 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" (measured to enemy caster)
- 9 powers:
Avenger – shooting attack, essentially an AP3 heavy flamer,
Force Dome – start of your movement phase, 5+ invulnerable for Librarian and squad until end of next player turn,
Gate of Infinity – start of your movement phase, Librarian and squad Deep Strike back within 24", but with minor risk...,
Machine Curse – shooting attack, causes Glancing Hit on 1 vehicle within 24",
Might of the Ancients – start of your assault phase, Librarian gains strength 6 and rolls 2d6 armour penetration.
Null Zone – start of your shooting phase, all enemy units within 24" re-roll successul invulnerable saves for rest of player turn ,
Smite – shooting attack, 12" range, assault 4 St4 AP2,
Quickening – start of your assault phase, gains Fleet and Ini.10,
Vortex of Doom – shooting attack, 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
- May take a bike.
- May replace Servo Harness with a Conversion beamer which gets stronger and more powerful the further away he is firing, in three stages:
1)Up to 18” S6
AP- Heavy 1, Blast
2)18-48” S8 AP4 Heavy 1, Blast
3)48-72” S10 AP1 Heavy 1, Blast
- May take a bike with the conversion beamer or servo harness.
- Allows standard, Ironclad & Venerable 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+
- May only be taken if a Chapter Master is present in the army.
- Wargear: Artificer armour, Power weapon, Frag and krak grenades, Boltgun, Bolt pistol
- May take Relic Blades which are a two handed power weapon that gives St6.
- May take Aux. Grenade launchers.
- May take plasma pistols.
- 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, A3.
- Champion may take a thunder hammer, digital weapons.
- Chapter Champion must direct attacks against enemy Independant characters if he can.
- May NOT take Storm Shields or Jump packs.
Command Squad (5):
- May only be taken by captains.
- 4 vets and 1 apothecary, Company Champion is an optional upgrade for one model. Apothecary may ONLY be taken in the Command Squad.
- 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.
- May NOT take jump packs.
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 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 W3 In5 At3 Ld10 Sv3+
- Wargear: Power armour, Dorn's Arrow, Power fist, Frag and krak grenades, Iron Halo.
- Dorn's Arrow is a Counts as Storm Bolter (Assault 4 and
AP 4)
- May exchange Chapter Tactics for Stubborn & Sternguard counting as Scoring units
- All friendly units within 12” receive +1 attack.
Marneus Calgar
- Ws6 Bs5 S4 T4 W4 In5 At4 Ld10 Sv3+
- Wargear: Power armour, Power sword, Iron Halo, Gauntlets of Ultramar.
- Can be fielded in either power armour or terminator armour. Has an Iron Halo with either.
- Gauntlets of Ultramar counts as 2 Powerfists with built in Stormbolter (Assault 2
AP 2)
- 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.
- As he is a Chapter Master, he has an Orbital Strike.
Chaplain Ortan Cassius
- Ws5 Bs4 S4 T6 W2 In4 At2 Ld10 Sv3+
- Wargear: Power armour, Crozius Arcanum, Rosarius, Bolt pistol, Infernus, Frag and krak grenades
- Feel No pain
- New background.
- Combi-flamer called 'Inferno', uses Hellfire rounds (always wound on 2)
Chief Librarian Tigurius
- Ws5 Bs4 S4 T4 W2 In4 At2 Ld10 Sv3+
- Wargear: Power armour, Bolt pistol, Hood of Hellfire, Frag and krak grenades, Rod of Tigurius.
- Knows all the psychic powers available to the marines.
- May use 3 powers per turn.
- Allows army to reroll any reserve rolls.
- No invulnerable.
Captain Danarth Lysander
- Ws6 Bs5 S4 T4 W4 In5 At3 Ld10 Sv2+
- Wargear: Terminator Armour, The Fist of Dorn.
- The Fist of Dorn: Master Crafted Thunder hammer and gives Lysander S10, he also adds +1 to the damage roll against vehicles
- Storm Shield
- Eternal Warrior
- 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 Cato Sicarius
- Ws6 Bs5 S4 T4 W3 In5 At3 Ld10 Sv2+
- Wargear: Mantle of the Suzerain, Talassarian Tempest Blade, Plasma pistol, Frag and krak grenades, Iron Halo.
- 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.
- His mantle gives him Feel no pain
- Can sacrifice his normal attacks in exchange for a single S6 attack that inflicts instant death ignoring armor saves.
- Still has Rites of Battle, none of his abilities affect combat tactics. (So you could use another SC's abilities with his.)
- Blister pack allows for bare head & helmet in hand or wearing helmet with plasma pistol in hand.
-Vulkan He'stan
- Ws6 Bs5 S4 T4 W3 In4 At3 Ld10 Sv2+
- Chapter tactics: Thunderhammers are MC'd, Flamers, Heavy Flamers, Meltaguns, and Multimeltas count as twin-linked
- 3+ invulnerable
- 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.
- 1 wound.
- If the vehicle is destroyed by a Wrecked or Vehicle Explodes result roll a
D6. On a 1-2, he is slain. On a 3+ he springs free at the last moment, he fights on foot as an Independent Character and he cannot commandeer another vehicle.
Scout Sergeant Telion
- Upgrade for Scout Squad
- Can give his
BS of 6 to another scout in the unit (this prohibits him from firing.)
- Armed with a long range 'stalker' pattern boltgun: 36” Str 4 AP5 Heavy 2 Rending, Pinning.
- Wounds are allocated by attacker, not defender.
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- range 40”, wound on a 2+, Heavy 1.
- 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) 5 pts.
- Up to 2 models may be equipped with any heavy/special weapon/heavy flamer.
- Sergeant may take a Powerfist or Power weapon
- They may choose which round to use each turn.
Dreadnought
- Similar in price to current codex.
-
DCCW and multimelta as standard.
- May replace multimelta with
TL heavy flamer,
TL heavy bolter,
TL autocannon, plasma cannon, assault cannon,
TL lascannon.
- May replace
DCCW with
TL autocannon or missile launcher.
- May take twin autocannons.
Venerable Dreadnought:
- An additional 50% on base Dreadnought cost
-
WS and
BS 5, with most of the Dreadnought's basic weapons options.
- Still has venerable rule making it harder to kill (apparently this works as now.)
Ironclad Dreadnought:
- An additional 30% on base Dreadnought cost
- Basic Dreadnought Stats with front and Side armour 13.
- Comes with a
DCCW with Storm Bolter and a seismic hammer with meltagun as standard. The seismic hammer gives +1 to vehicle damage rolls. (A seismic hammer is basically a Thunder Hammer, so the Ironclad has two
CCW as standard).
- May replace either/both arm sub-weapon's with a heavy flamer (i.e. This is a replacement for the storm bolter and meltagun respectively).
- May replace the Seismic Hammer with a Chainfist.
- May replace the
DCCW with a hurricane bolter.
- May take 2 Hunter Killer missiles
- Has Move through Cover.
- May take Assault launchers. These count as both defensive and assault grenades.
Terminators(5-10)
- Basic Terminators just like now.
- Cyclone Now Heavy 2
- 1 Heavy weapon, 2nd may be purchased if squad has 10 models.
- They have the effects of the 'Relentless'
USR, but not the rule itself(?).
Assault Terminators(5-10)
- As now.
Techmarine
- Comes with a 2+ save.
- May take a bike.
- 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 and may take chainsword, combi-weapons, storm bolter, plasma pistol, power weapon/fist.
- They always Deep Strike, but reroll scatter if they want.
- May take special and/or heavy weapon. Choices as Tactical Squad (not limited by squad size).
- Slow and Purposeful.
- May not use combat squads.
Troops
Tactical Marines(5-10):
- Start at 4 marines and a sarge for 90 points, full squad is 170.
- Bolter, Polt Pistol, Frag and Krak grenades as standard. (NB: they do NOT have a
CCW)
- Sergeant is included in cost, may replace bolter and/or pistol with chainsword, combi-weapon, Storm bolter, plasma pistol, power weapon or fist.
- 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. May pay to upgrade to: plasmagun, plasmacannon, lascannon, meltagun.
- Sarge can take Power weapon/Fist, Lightning Claw, Plasma Pistol, Storm Bolter, Combi-weapons.
Scouts (5-10):
- Ws3 Bs3 S4 T4 W1 In4 A1 Ld8 Sv4+
- Have the Scout, Infiltrate & Combat Squads special rules.
- May exchange boltguns for BP &
CCW, shotguns or sniper rifles at no cost.
- Sergeant is WS4, BS4. May take combi-weapon, plasma pistol, power weapon or powerfist. (Or standard scout gear).
- Shotguns probably S4
- May be an option for Teleport Homers.
- May take missile launcher or heavy bolter. Their Heavy bolter can take hellfire Rounds (still functions as a normal
HB)
- 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:
- Same as in Dark 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:
- Same price as Rhino.
- 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 have locator beacons that work as guides for deep striking units. (Jump packs, other drop pods, etc.)
- Drop pods in the first wave can act as guiding beacons for pods in the Second wave.
- Holds 12 marines or 6 terminators or 1 Dreadnought or 1 thunderfire cannon.
- Drop pod deathwind launcher = range 12", St5
AP- heavy 1 large blast. Does not affect transport capacity.
Fast Attack
Bikes (3-8+trike):
- Wargear: Power armour, Bolt pistol, Frag and krak grenades, Space Marine bike.
- May combat squad, requires 8 bikes plus an attack bike. Divides into 4B/4B+1AB.
- Sergeant may take plasma pistol, power weapon, power fist, combi-stuff.
Attack Bikes (1-3):
- Must pay for Multi-Melta.
Scout Bikes (3-10)
-Wargear: Scout armour, Bolt pistol, Frag and krak grenades, Space Marine bike, Shotgun.
- Have the 'Scout' special rule.
- Can upgrade bike with a rapid fire grenade launcher
- Can booby trap an area of terrain with hazardous cluster mines once at deployment. The mines are destroyed once activated. Can affect friendlies. Vehicles are hit on their rear armour.
- Sergeants can be equipped with locater beacons. These function as a teleport homer for any deep-striking unit (drop pods, jump packs etc.)
Assault Marines (5-10):
- Have gotten cheaper.
- Sergeant may take a Storm shield, plasma pistol, power weapon, lightning claw, power fist, thunder hammer, pair of claws.
- Only sergeant may have melta-bombs.
- Special weapons are 1 for every 5 models (so 2 specials for 10 models)
- Specials include flamers and plasma pistols.
- May remove jump packs and get a free rhino, razorback or drop pod in return.
Vanguard Veterans (5-10):
- Ws4 Bs4 S4 T4 W1 I4 A2 Ld9 Sv3+
- Sergeant may take standard options plus: a Relic blade and Storm Shield, twin-lightning claws.
- Come with Bolt Pistol and
CCW, any model may replace pistol and/or chainsword with Storm shield, plasma pistol, power weapon, lightning claw, power fist, thunder hammer.
- 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. It must be declared before the deep strike is attempted and they may not fire the turn they land. It can be used with drop pod/scout bike locator beacons.
Land Speeders (1-3)
- Typhoon missile launchers fire as Heavy 2 missile launchers.
- May exchange Heavy Bolter for Heavy Flamer for free, or purchase a Multimelta.
- May purchase one of the following weapons: Heavy Bolter, Heavy Flamer, MultiMelta, Assault Cannon or Typhoon missile launcher.
- These options can be used to have 2 of the same weapon.
Land Speeder Storm:
- Has a Jammer which causes units attempting to deep-strike within 6” to scatter 4D6”
- Also prevents teleport homers and Daemon icons from working.
- Scouts charging from it give-2 to enemy leadership on the turn they disembark.
- Carries 5 scouts (and scouts only) and counts as Open Topped
Heavy Support
Thunderfire Cannon, Artillery.
- Has techmarine crew, but he cannot use blessings of the Omnissiah until the cannon is destroyed.
- 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).
- Autocannon with
HB sponsons priced exactly as in C:
BA.
Vindicator:
- Siege Shield allows it to auto-pass terrain tests.
Devastators:
- Sergeant has a Signum, allows one Marine to fire at
BS 5.
- Sergeant may take storm bolter, plasma pistol, power weapon, combi-weapon, power fist, chainsword.
Whirlwind:
- Has
BA/
DA style ammo. (Including incendiary, no more mines.)
- May choose which type to fire each round.
Land Raider
- All
LRs are the same price, as in C:
BA.
- Machine spirit: you may fire one more weapon than you would normally be allowed. This can be at a separate target if you choose, and is at normal
BS.
- Multi Melta is now a pintle option for all variants.
- Can Carry 12 models
- Lots of upgrades possible. Options max out at over 380 pts.
Land Raider Crusader
- Machine spirit.
- Frag Launchers.
- Can carry 16 Models
Land Raider Redeemer
- Machine Spirit.
- Frag Launchers.
- Flamestorm cannon: Range- Template S6 Ap3 Heavy 1
- Transport Capacity: 12 models
Not unit specific:
Yes, they still have
ATSKNF.
New rule: Combat Tactics – allows any unit to automatically fail any Morale Check it takes (from shooting or
CC).
Drop pod availability: Dreadnoughts, Tactical, Devastator, Sternguard, Vanguard, Honour Guard and Command squads. Assault marines may exchange their jump packs for one. Scouts cannot. Whether Terminators can is unclear.
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 shields now give a 6+ invulnerable save.
Storm shields now give a 3+ invulnerable save.
Aux. Grenade launchers have 12” range, assault 1, can fire in tandem with another weapon.
All sergeants are veterans now, so are just called sergeants.
Digital Weapons: allow one reroll to wound in each assault phase. Only available to Chapter Masters, Captains and Chapter Champions.
One unit each of Assault Terminators & Terminators may take a
LR as a dedicated transport.
Thanks to Varath, Heru Talon, VerifiablySane, ehlijen, Mewy, Sephiroth, Shibboleth, Morentez, Bun Bun, blameless, narf, alexchiu, gruubii, Damocles8 and PlasticRat of warseer, and Ignatius & Chronowraith of B&C.
__________________
The seriousness of the above post is not guaranteed.
Last edited by VariableBob : 07-09-2008 at 14:27.