From firstborn to Primaris, tons of new rules are coming in the new Space Marines Codex, and here’s all of them that we have seen so far!
From different sources over the web over the course of the past few weeks, we’ve been seeing bits and pieces of the content that’s in store for Space Marines as soon as the codex hits. Here’s everything that we know about the new Space Marine Codex rules so far.
GW Announces Core Keyword 40k Rules For 9th Edition
Updated 9th Edition datasheets are continuing to emerge on different areas of the web. But the best picture of a unit with the “Core” keyword is the Heavy Intercessor squad.
We’ve highlighted it for you because it’s easy to miss. But this should be one of the first things players look for once they crack open their new 9th Edition codex. This single keyword is going to be heavily responsible for some special interactions between units.
The Core keyword is going to be pivotal in aura abilities and what they affect.
For example, the Captain’s Rite of Battle won’t be affecting vehicles like the Repulsor (so no more rerolling 1’s for them). But they will offer rerolls to ground units like Intercessors.
…many of the most powerful aura abilities will only affect Core units from a Character’s (sub-)faction. This represents a more realistic form of in-situ command, with Characters acting like they’re supposed to from a narrative perspective. After all, a Space Marine Captain should be issuing orders and inspiring units of his battle-brothers on the front line, not babysitting a squadron of Repulsor Executioners at the back of the battlefield!
Characters Aren’t Affected By Their Auras Anymore
A crucial side-effect of this change is that Characters themselves won’t be affected by aura abilities that utilise the Core keyword – they’re supposed to be commanding others, not inspiring themselves to do better! In the example shown above, the Space Marine Captain won’t be able to re-roll his hit rolls of 1 and will instead have to rely on his own merit to strike home.
Honestly, this makes sense. Although it’ll be a little gamey, it’s probably for the better.
GW Is Introducing a Chain of Command
On top of characters not being affected by their own auras, lower-class HQ options also won’t be able to affect other “higher up” characters. For example, the Lieutenant can’t bark orders at a Captain and tell him to wound better.
…a Captain has been there, seen it, and done it all, which is why he’s in charge and has such an amazing profile in the first place! However – and very much as intended – a nearby Core unit of Space Marines will be significantly more effective when in the presence of their Captain and/or a Lieutenant, just as they should be.
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What Units Will Have the “Core” Keyword?
So the Core keyword is coming to all factions once codexes start rolling around. But the question still stands. “What units will be Core and which ones won’t?” We ultimately won’t know the full span of the Core keyword across factions but GW did mention that it’s not just main-line Infantry.
The Core keyword is used to identify units that form the fighting… well, core, of an army. These are most commonly represented by units of line infantry, though this doesn’t mean it’s exclusive to Troops, nor just Infantry.
In the case of the first two books, Codex: Space Marines and Codex: Necrons many Elite units such as Terminator Squads and Lychguard, as well as Fast Attack units like Bike Squads and Tomb Blades, have the Core keyword. Even some Vehicles will be Core units too, where appropriate.
With that said, aura abilities will still be important in 9th Edition. Although it’ll come down to which units of which faction you’re playing. But this is also another opportunity for players to create some super aura-heavy Core unit lists to double down on reroll value.
Chapter Tactic Changes On The Way
There’s also an early sheet of Chapter Tactics that were spotted in a brief video. Although it’s pretty hard to read, some savvy Reddit users have been breaking it down. User u/AenarIT broke it down and posted this list which has over 400 comments already!:
- Dark Angels: 1) +1 to hit if the unit did not move in this turn and 2) They auto-pass combat attrition tests when failing morale.
- White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move.
- Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or heroically intervened and 2) units with this tactic can heroically intervene as if they were characters.
- Imperial Fists: 1) ignore Light Cover and 2) 2 (probably only 1, blame the wonky screenshot) additional hits with unmodified 6s with bolt weapons.
- Crimson Fists: 1) +1 to hit when the target unit contains 5+ more models than this unit (VEHICLE counts as 5) and 2) 1 additional hit with unmodified 6s with bolt weapons.
- Black Templars: 1) reroll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds.
- Blood Angels: 1) +1 to wound when charging, charged or heroically intervening and 2) +1″ to Advance and Charge rolls.
- Flesh Tearers: 1) +1 to wound when charging, charged or heroically intervening and 2) -1 AP on unmodified wound rolls of 6.
- Iron Hands: 1) 6+ feel no pain and 2) double wounds on the damage chart.
- Ultramarines: 1) +1 Leadership and 2) can shoot in a turn during which it Falls Back, but at -1 to hit.
- Salamanders:1) you can reroll one wound roll when resolving that unit’s attack and 2) each time an attack with an AP characteristic of -1 is allocated…treat it as 0 instead.
- Raven Guard: 1) count as being in Light Cover if the attacker is more than 18″ away and 2) INFANTRY only count as being in Dense Cover if the attacker is more than 12″ away.
- Deathwatch: 1) each time a model with this tactic makes a melee attack against TYRANID, AELDARI, ORK, NECRONS or TAU, reroll a hit roll of 1 and 2) after both sides have finished deploying their armies, select one battlefield role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that battlefield role, reroll a wound roll of 1.
Some of these Chapter Tactics have been revealed (and confirmed). Blood Angels didn’t get anything new but Space Wolves and Dark Angels have changed.
Custom Chapter Tactics Have Changed
We know that Space Marines also have 19 different custom Chapter Tactics to pick from. However, it looks like GW may have gone back through some of the more popularly-chosen ones and tweaked them. Now Long-Range Marksmen took a NERF only applying 3″ bonus range to Rapid Fire and Heavy weapons (excluding heavy flame weapons). This essentially shuts down the Raven Guard Assault Centurion flamer combo that let them appear almost immediately and auto-hit everything off the board.
Secondary Objectives For 9th Edition Also Spotted
3 New Secondary Objectives for Space Marines are also visible under the heading Purge the Enemy.
These Purge the Enemy secondaries look to play off of the different weapons used in Space Marine Doctrine bonuses. It may be an auto-take for something like Iron Hands lists running nothing but Heavy Weapons.
Company Command Limits HQ Type Per Detachments
This was spotted on Imgur in the stills from the 9th Edition Space Marine preview video. We’ve got some pretty blurred-out words. However, we can still make out what it says:
You can include a maximum of one Captain model and two Lieutenant models in each detachment in your army.
Changing Weapon Stats For Astartes
40k unit boxes are also getting a facelift with these new covers. On top of the new boxes, some classic Space Marine weapons are also getting a huge buff.
- Heavy Bolters: These upscaled bolt weapons are set to become Damage 2, as befits the unmitigated brutality of being hit by a hail of armour-piercing, mass-reactive shells the size of tin cans!
- Flamers: Flamers and heavy flamers are moving to Range 12″, all the better to dissuade enemy assaults and hose your enemies down with liquid fire.
- Melta Weapons: with a flat +2 Damage bonus replacing its current ability, resulting in a whopping Damage potential of 8! What’s more, the rules team have put the ‘multi’ into multi-melta, as it’s doubling up to Heavy 2!
- Power Swords: Power swords are due to get a +1 Strength modifier, all the better for chopping up tougher foes with their energy-wreathed blades.
- Chainswords: Astartes-grade chainswords wielded by Space Marines both new and old will be hitting at AP -1
- Plasma Overheats on unmodified 1’s: Supercharged plasma weaponry will soon only ever overheat on an unmodified roll of a 1, so attempting to shoot fleet-winged Aircraft no longer carries a death sentence.
New Chaplain Rules
The new codex has also consolidated many of the most popular rules features that first made an appearance in the various Psychic Awakening books. The Chapter Command rules are one such example, meaning you’ll be able to upgrade one of your Chapter’s Chaplains, Librarians, Techmarines, and a variety of other Characters to the head of their order, but at a small cost in Power or points instead of using a Stratagem.
All of these seem okay and its always nice to have options. Hopefully, this consolidation of rules from Psychic Awakening means 9th Edition will have fewer books for us all to keep track of!
New Units & Datasheets On The Way
Space Marines are getting some spicy new tweaks to a bunch of different datasheet rules in their new codex. Coming from all different sources around the web, we’re able to take a look at a wide span of unit updates within the faction.
New Space Marines 9th Edition 40k Datasheets So Far
TL;DR missed all the other new 40k codex rules for Space Marines? We got you covered with this list of existing units:
- The Primaris Impulsor
- Redemptor Dreadnought
- Vanguard Veteran Squad
- Space Marine Company Command
- Space Marine Terminators
- Hellblaster Squads
- Intercessor Squads
- Scout Squads
- Incursor Squads
- Ironclad Dreadnought
- Rhino/Razorback
- Devastator Squads
- Stormraven
- Stormhawk/ Stormtalon
- Vindicator
Invader ATV
Whew, these guys have a chunky statline. With a 14″ Move and 8 Wounds, these little Mario Kart-looking models won’t just roll over for anyone. They are only T5 but a little harasser unit of up to three models per squad can be surprisingly tanky. Looking at the datasheet, these ATVs have the option of taking an onslaught gatling cannon or a multi-melta.
Overall, these units can be geared toward screen-clearing (with the gatling cannon and twin auto bolt rifles) or tank hunting. Combined with a 14″ Move, these guys will be able to race onto objectives and chase down their targets.
Firestrike Servo Turret
Now onto the Firestrike Servo Turret. This model moves a massive 3″ (lol) and has a nifty 2+ BS and 2+ Sv. You’ve got the option of taking a 6-shot autocannon or a 4-shot las talon. Once again we have more anti-Primaris firepower OR a gut-wrenching amount of anti-armor firepower. For just 4PL, you can get four las talon shots that hit on a 2+. That’s enough to make a Knight player’s stomach turn.
Storm Speeder Variants
Let’s look at the newly previews Storm Speeders. As the option containing the minigun style turret its fair to assume this is going to be the anti-troop option with more shots at lower damage and rend then the others.
The Thunderstrike ditches the minigun for a heavier gun and a new top turret. Perhaps offering a slightly heavier, anti-armor option, without going all in.
And the last of the Strom speeders is the Hammerstrike. Luckily for us, we actually saw this one’s datasheet so we don’t even have to guess what it might do!
Pretty standard speeder with good movement, an okay stat line (for a lightly armored vehicle), and great weapons. It appears to be the heaviest of the three options, and the weapon load-outs support that. Two shots at S8 AP -3 and 3 Damage is a slugfest in the making, no to mention the Melta Destroyer giving it three more shots instead at AP -4 and D6 damage with +2 damage at half range.
Multi-Part Eradicators
The Eradicators that we know and love are also getting a heavy weapon option with a Multi-Melta. This guy will be squeezing out an extra shot for a potential 18 damage in the first volley.
Captain with Master-Crafted Heavy Bolt Rifle
This captain will surely shoot like a beast and he is also wearing Gravis Armor, so he’ll be hard to take down. Looks like his rules will be a great new addition to the Space Marines codex!
Multi-Part Bladeguard Veterans
As of the new codex, Bladeguard Veterans will also be officially picking up the Deathwing/Wolf Guard keywords too, so they’ll seamlessly fit in as members of the fighting elite within the structure of the Dark Angels and Space Wolves Chapters.
These new Bladeguard Veterans will also be coming in a new multipart kit so you’ll have more poses and kits to choose from.
Multi-Part Assault Intercessors
A multipart Assault Intercessors kit is also on its way. In addition to more flexible posing options throughout, the squad’s Sergeant can be assembled with a hand flamer or plasma pistol, and can even wield a power sword, power fist, or thunder hammer too!
Not only does this kit include super sweet weapon options now, but also fun running legs to for all those primaris models that just wanna go fast! Let’s face it, if you are not first, you’re last right?
Primaris Gladiator Variants
You could build a Gladiator Lancer – an anti-tank sniper that’s ideal for chewing through your opponents’ most durable war machines and monsters.
Next up is the Gladiator Reaper, a great anti-infantry option that’s sure to tear through hordes of infantry models.
Gladiator Valiant – a short-ranged armour hunter that uses twin las-talons and multi-meltas to scrap armour and heavy infantry alike.
Hammerfall Drop Turret Rules Revealed
This was all seen last week as Warhammer Community showcased the Hammerfall Bunker with two different loadouts to pick from. You’ve got flamers or Heavy Bolters to roll with on the side of the model. Seeing that this thing looks pretty stationary once you place it, you’ll probably get more longevity out of the Heavy Bolters.
So what about the missile rack on the top?
The huge weapon emplacement on the top of the model is coming with two profiles to choose from. They both have 72″ Range, but one is designed for making screens have the worst day of their life while the other is geared toward punching through armor.
Hammerfall Turret Go BRRRRT
These rapid-deployment bastions are the ultimate area-denial assets, as their automated guns blaze away at EVERY ENEMY UNIT WITHIN RANGE. Approach this murder-bunker of doom at your peril!
It looks like you don’t want to come ANYWHERE near this thing as in the shooting phase, it can shoot against every eligible unit. That means that if there are five different units within range of the flamers, those flamers can shoot at every single unit back to back. During Overwatch, it can only shoot at what’s charging it. Notice also, that the profiles are changing for the heavy bolter and flamer array when it overwatches. We don’t know exactly what the baseline stats will be for the weapons, but the HBs are going to Heavy 6 and flamer array to Heavy 2D6.
That’s definitely a lot to digest but hopefully, this will be enough in GW’s eyes to have Marines be left alone for a while while they focus on other factions.
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What do you think about the new rules on the way with the Space Marine codex? Are they getting stronger or weaker overall?
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