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" I apologise if I'm uploading info that has already been posted.
FLGS nearby started showing SM codex for preview.
I simply skimmed through the codex so there will be many gaps and slightly inaccurate parts.
Points costs will not be posted.
Chapter Tactics still remain, although every one of them has been 'buffed'.
White Scars for example all get hit & run whether the model has bulky rule or not.
Combat Doctrines only gives to-hit rolls.
Devastators do not have Slow and Purposeful.
They do get a wargear allowing the squad to re-roll failed to hits for a single shooting phase.
Tactical squad can carry grav cannon & amp, although it's almost twice as expensive as lascannon.
Vanguards get bonus to charge distance, while Ironclad & Venerable dreadnoughts get 4 attacks minimum.
Assault centurions' siege drill now strikes at S10
Legion of the Damned is still in the codex, and it's DS ability has been slightly buffed.
Most vehicles, if taken in squadron of three, gain significant buff.
Multiple Stalkers(now with interceptor) can ignore cover, where as three vindicators can instead fire a single shot with apocalyptic blast which ignores cover.
That's all I can recall with any degree of clarity."
Quote:
(Raw Transcript from multiple pages compiled by myself)
I have seen the new Marine Codex the command tanks are not in it. Tac Squads can take Grav, All dreadnoughts now have 4 base attacks. Only LOW is Calgar. No master of the Forge but
Techmarines can take Conversion Beamers. Iron Hand Chapter Tactics now add +1 to feel no pain.
Raven Guard lost Scout but not get Shrouded turn 1 and +1 to roll for Night fight. Most others stay similar.
Sallies get 4+ FNP against flame weapons and preroll to wound with them. Scars can no longer scout land raiders. Templars can't take Librarians and get rage if they take damage from
shooting the previous turn or overwatch. Bolter Drill can use special ammo now. Tac Doctrine lets tacsquads preroll all hits in shooting and assault.
Raven Guard got shafted I was really disappointed with them. Jump packs stay the same so can use them in both phases but lose of scout is huge.
Formations looked ok nothing amazing. The termi one can DS from turn 1. No assault marine formation :(. Bike are troops if you take any HQ on a bike, no need to be five man now. Temis
squads of both kinds got a 5 point drop but TH SS cost the same as before after buying the upgrade for them. Centurions are pretty much the same. Ultras get the 3 doctrines other chapters
can use the tac one once a game if they take the decurian which is call Gladius Strike force.
Yeah grav canons on tac Squads. RG can add +1 to the dice roll for night fight. No grav on dread that I saw.
Templars get counter attack too after getting shot. Other armies only get the tac doc if they take the extra expensive formations. The docs look a lot better Ultras probably have the best
chapter tactics still. Twin links grav centurions in pods seems scarey. Chapter Master is now an upgrade for a captain.
Iron Hands get 6+ as standard or +1 to any other FNP, vehicles and characters have IWND and tech marines +1 to repair.
(In reference to The Emperor's Champion)
Fear, reroll ld, FNP, can't remember the others, only the FNP stood out as being really good. EC has no stances, 2+ 4++ 2 base attacks, I5 WS6 plus a pistol, In a challenge can preroll to
hit and wound and causes ID on a 6
Sternguard are the same rules wise. A few of the units have got cheaper by a few points. Not sure on Termi weapons, assault squads can take an evissorator for every 5 guys
Honour Guard and Command Squads are Elites now you don't need characters to take them. Fist is still unwieldy. All termis are 5 cheaper TH SS upgrade is 5 points more.
Calgar the same just LOW and can choose his Warlord trait so will pretty much always have FNP. He still lets you use a doctrine twice and now they are better he is better.
Calgar can pick his Warlord Trait from the marine list the best one being FNP. Shrike and any jump unit he joins can infiltrate. Vulcan master crafts melt weapons. Khan gives scout to bikes
rhinos and razors. No Iron Hand character. You can take a librarian formation where one librarian can know any of the powers the others have if they don't cast and warp charges are on 3+
Lysander has 4 wounds and Eternal warrior still and Fist or Dorn is +6S. Kantor makes Sternguards objective secured
Didn't read Grimaldus, Helbrecth gives all units Hatred and Fleet once per game. Kahn, Sicarius and Him still only ap3. Sicarius lets you effect reserves and give one tac squad a usr.
The best formation from what I saw is strike force ultra. Can arrive turn 1 get +1 shot if ds or +1 a if assault from a vehicle
All vehicles can squadron you get bonus if you take 3. Whirlwinds get shred and pinning. Preds get monster and tank hunter.
Assault and Devastator Doctrine applies to all other squads on 1s like the Tactical Doctrine.
Basically they all allow to reroll ones for either shooting or assault depending on which one it is. Tacs reroll everything for the tac doc. Assault marines and assault centurions reroll
all hits in combat for assault. Devs and Dev centurions reroll shooting to hit for theirs.
(Ultramarines) can use it twice. The best formation from what I saw is strike force ultra. Can arrive turn 1 get +1 shot if ds or +1 a if assault from a vehicle
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Marine "Decurion"
The basic "Decurión" is the Demi battle company:
- 1 Captain or Chaplain
- 0-1 Command squad
- 3 Tactical squads
- 1 Assault squad, Bike squad, Attack bike squad, Land speeder squad or Assault Cents.
- 1 Devastator squad or Dev Cent squad.
- 0-1 Dreadnought of any type.
This formation may use any battle doctrines once per battle
If you take 2 Demi-Companies, you get a full Company. (First company with a Captain and the second with a Chaplain). If done so, any unit that is able to purchase a Rhino, Razorback or Drop Pod, may do so without any additional cost.
Termins are now 175 points (Both types), altough hammer and shied cost +10 points
Devastator, for +5 points, may once per game, reroll to hit. Grav cannons + amp cost 35 points.
Chapter master upgrade is not one per army.
No Land Raider Squadrons, but one Formation (3 Land Raiders of any type). They reroll to wound vs Gargantuan Creatures and to penétrate vs Superhevies. If they are at 6" of any other Raider of the formation, they ignore any result on the damage chart but destroyed.
To get the benefit of the tank squadrons you need 3 of them. You lose the benefit if you lose a tank.
Warlord Traits
Calgar (275) may choose his warlord trait from the codex.
They are:
- Warlord gains Fear. Test is done with 3D6.
- Warlord and his unit get Furious Charge
- Warlord has FnP
- Every shooting phase pick a unit at max 12". Shooting weapons of this unit get the Rending SR
- Any unit in the same Detachment may use Warlord's Ld
- Any unit at 12" reroll Ld tests (Moral, Pinning, Fear)
His army may use one additional doctrine, once per game.
BTW doctrines are cumulative. If you have an Ultramarines detachment, using a DemiCompany and Calgar, you may use the same doctrine 3 times during the battle.
Tigurius (165). Pretty much the same.
This is for the Gladius Detachment.
Formations
Let's go with the formations:
Demi-Company (See above)
- Tactic Doctrine may be used once per game (cumulative with other doctrines)
- They get objetive secured
Anti-Air Defence Force
- 1 unit of Hunters
- 1 unit of Stalkers
Benefits:
- If one Hunter hits a flyer with the main weapon, all Stalkers in the unit get +1BS when firing at this flyer.
Restrictions:
- Unit of Stalkers: Mínimum 2
1st Company Task Force
- 3-5 Units from:
Termis
Assault Termis
Sternguard Veterans
Vanguard Veterans
Benefits:
- Fear
- Fearless
- At the beginning of the game, pick an enemy unit. Units in this formation have Preferred Enemy against the picked unit
- Enemy units get -2 to L, if they are a 12" of a mínimum of 3 units of this formation
Restrictions: None
Strilke Force Ultra
- 1 Captain
- 2 Termi squads
- 2 Assault Termi squads
- 1 Venerable Dreadnoght
- 1 Stormraven
- 1 LR Crusader or Redeemer
Benefits:
- All units stay in Reserve. Start rolling on your turn 1.
- After coming from reserves, or disembarking, shooting weapons of the Termi squads get +1 shoot (For Example, Assault Cannon becomes Heavy 5)
- When disembarking from a transport, assault Termi units get +1A.
Restrictions:
Captain must have Terminator Armour
All units must enter via DS, unless embarked in a Transport.
Reclusiam Command Squad
- 1 Chaplain
- 1 Command Squad
Benefits:
- All units at 6" benefit from the Fanatic SR, not only the Chaplain unit
Restrictions:
- Unit must purchase a Razorback. Chaplain may not leave the command squad.
10th Company Task Force
- 3-5 units of:
Scout Squad
Scout Bike
0-1 Telion
Benefits:
- Precisión shots during first turn
- If the unit has not the Stealth SR, they get it until the move, shoot, charge, etc.
Restrictions:
- Scout bikes must purchase the mines.
Storm Wing
- 1 Stormraven
- 2 Stormtalons
Benefits:
- Make only a reserve roll for the whole unit
- Stormraven gets the Strafin Run SR, if at least a Talon is alive.
Restrictions:
None
Centurión Siege Breaker Cohort
- 2-4 Assault Cent squads
- 1 Ironclad
Benefits:
- If they destroy a Transport, unit inside the 2D6 S6 AP4 hits, Ignore cover.
- Reroll to penétrate vs buildings
Restrictions:
None
Land Raider Spearhead
- 3 Raiders of any type.
Benefits:
- See previous posts
Restrictions:
None
Librarius Conclave
3-5 Librarians
Benefits:
- Pick one Librarian, This guy knows all the powers of any Lib of the formation at 12". Those Libs may not cast powers this turn. Picked Lib harness warp charges with 3+ if one Lib is at 12" or less. If 2 Libs at 12" or less, harnessing is with 2+.
Restrictions:
None
Armoured Task Force
- 1 Techmarine
- 0-3 TFC
- 3-5 Units of
Vindicators
Predators
Whirlwinds
- 0-1 Chronus
Benefits:
- Ignore crew shaken and stunned if at 6" of a Techmarine or a Techmarine gunner
- Thechmarine and Techmarine gunner get +1 to Ominissiah rolls (repair vehicles)
Suppression Force
- 1 Whirlwind unit
- 1 Landspeeder unit
Benefits:
- One landspeeder may pick an enemy unit at 12". Whirlwinds reroll to hit vs this unit. If the picked unit is out of range of the whirlwinds, the may fire ignoring it.
Restrictions:
None
Chapter Tactics
Chapter tactics are:
Ultramarinres:
- Can use one battle doctrine (Tac, Dev or Assault) once per game. Can use Tac once, Dev once, and Assault once.
White Scars
- Reroll when running
- Bikes get skilled rider, and +1S to HoW attacks
Imperial Fists
- Reroll "1" to hit when using bolt weapons (Bolt pistol, boltgun, heavy bolter, assault bolter and combi-weapons)
- Reroll to penétrate against buildings. Devs and Dev cents have tankhunter SR.
-Black Templars
- Crusade + Adamantium Will
- No Libs
- If a unit loses a model during any shooting phase, that unit gets Counterattack and Rage.
Iron Hands
- Characters and vehicles have the "It will not die" SR. Techmarines have +1 to repair
- Non, vehicle models get FnP (6+). If model already has FnP, gains +1 instead.
Salamanders
- FnP (4+) vs flamers. Reroll to wound and to penetrate when firing flamers.
- All characters improve one weapon to Mastercrafted
Raven Guard
- Shrouded during until turn 2. May add +1 to night fight roll
- May use jump packs both in Movement and Assault phase. Reroll to wound HoW attacks.
Some info about the Special Characters
Kor'sarro Khan
- Gives Scout to the Bikes in his army
- Give 1D3 victory points if he kills the enemy warlord in a challenge.
Warlord trait: 12" bubble of rerolling L tests
Vulkan
- No changes
Warlord trait: FnP
Shrike
- No changes
Warlord trait: Fear. Fear tests with 3D6
Lysander
- No changes
Warlord trait: FnP
Kantor
- Sternguard vets have objetive secured SR
- Oath of Rynn: same
Warlord trait: FnP
Helbrecht
- No changes
- Warlord and unit have Furious charge
Grimaldus
- Cenobyte servitors give FnP at 6"
- Units in same Detachment use warlord L