Some big rules change NERFs were spotted in the new Space Marines codex as images are surfacing across the internet for the pre-order weekend!
Let’s dive right in by checking out the other current rumors and finishing with what was just spotted on Imgur!
First up, KurtAngle2 on DakkaDakka posted up a whole list of rumors that are supposedly going to be found within the Space Marine codex. Remember to take all of this with a pinch of salt as they’re still rumors, but we won’t have to wait long to debunk them as the book releases this month.
Shocking Space Marines Codex 40k Rules RUMORS
There’s a lot of rumors and we’ve broken them up a bit to talk about. But here is the list of supposed changes from KurtAngle2:
- Honor the Chapter stratagem is now restricted to assault intercessors only
- There’s a new stratagem that states: if your warlord is alive in the command phase of your turn, select a unit (dont think its restricted to core) and that unit is treated as having all doctrines active.
- Thunder hammers are a flat 20pts regardless if equipped to a character or non-character. and now they are -2ap not -3 (3 dmg still)
That new Stratagem where it treats all Doctrines as active is pretty spicy. Especially for something that is about to shoot and charge in the same turn. Also, Thunder Hammers from characters are 40pts currently, but it looks like they’re getting their points adjusted once again? They’re also losing an AP which is pretty big.
- Scouts are elites
- Whirlwind bombardment strat stops units in defensive positions from getting that benefit and makes them fight last in the fight phase. 1cp
- Master of sanctity upgrade was either 20 or 25pts (cant remember exactly)
- Chapter master is 40pts and CM picks one unit in the command phase to get full rerolls. The captain reroll 1’s aura is active otherwise
Scouts are also apparently Elites now which is pretty huge. As Space Marine lists are currently taking them pretty regularly as they can Infiltrate, have ObSec, and count as a Troop, throwing them in Elites is a definite NERF. Apparently the Chapter Master’s full reroll ability isn’t an aura anymore. Instead, you can pick a unit to reroll, potentially another big NERF.
- Not all non primaris marines characters are getting the +1 wound too…Centurions remain at 4 wounds. Terminators, bikes etc DID get +1 wound though
- There WERE army restrictions for the 3 odd chapters in the book (DA SW DW)
- Wisdom of the Ancients strat was changed to have 2 options for the aura provided (either reroll 1s to hit or reroll 1s to wound)
Seems like there may be no rhyme or reason as to why GW specifically handed out Wounds to some units and kept other non-Primaris units from going up in chonkness. The old Wisdom of the Ancients Stratagem is becoming a bit more flexible as you can reroll 1’s to hit (like always) or also reroll 1’s to wound now.
- Deathwatch seems to have lost special ammo and cant take bike squads oddly
- Hellfire stratagem is back but it also deals 2d3 dmg to monsters
- Flakk missiles deals 2d3 dmg to fliers
- There werent many “new” strats iirc
- The Reaper variant of the new floaty tank came to 230pts (without useless upgrades)
- Theres a melta bomb stratagem that deals 2d3 MW in CC (to a vehicle or monster), 1 or 2 cp, unsure
- The Hammer of Wrath stratagem got a bit of a rework and improved quite a bit I think MWs dealt by rolling equal to or higher than enemy units toughness. Number of dice equal to number of models in engagement range (i think)
- Outriders are 3 per unit Erads and BGVs are 3-6
If Deathwatch lost their special ammo that’s probably one of the biggest Nerfs GW could have given them. Although it’s understandable when you pair DW up against something like the T3 5+ sv GSC. Flakk Missiles are also more consistent at damage against Flyers which is nice. Eradicators and Bladeguard Vets can be taken in squads up to six while Outriders are stuck at unit sizes of three.
- BGVs and Erads are 35pts and 40pts respectively
- There was a strat for repulsors to fall back and shoot at full BS
- The SM-only secondary objectives were all awful
- Incursors lost their combat knives exploding on 6s to hit in cc (are ap-1)
- Blood Angel assault squads cant take meltaguns anymore
- More stuff that I thought seem to have the CORE keyword. Exmaple of what dont: Centurions and Invictor warsuits
- Transhuman was there and appears to be the same
Bladeguard Vets and Eradicators are they’re basically an auto-include for Marines, and it looks like their points are untouched. Incursors may have gotten a NERF with losing their combat knives. This was probably taken away to make people want to bring the Assault Intercessors. Blood Angels also can’t take Meltaguns anymore- maybe because GW wants people to go all in on Eradicators?
- There was a strat for phobos units to be put into reserves from the battlefield
- Non codex chapters do appear to get access to all the marine psychic powers and warlord traits and relics
- Speed of the Primarch was mentioned as the Blood Angel- only WL trait in the dex (fight first on wl)
- Only in death does duty end got nerfed can only use it if you havent already fought in the fight phase
Giving Phobos units the flexibility of going back into Reserves and then popping up on an objective later in the game will be powerful. There also looks to be a HUGE Nerf to Only in Death Does Duty End where you basically only fight if you die before you got to swing. Another blow to smash captains…
As for the credibility of all these rumors, a lot of them (if not all) are probably true. We saw the new Table of Contents for the Space Marine codex a while back and although it’s blurry, we can see where Space Marine Scouts have been repositioned to be around other Elites and not Troops.
Rules Spotted: Less Page-flipping & More Data Sheets
New spoilers and NERFs were spotted on Imgur:
If you look at the image you may notice something really nice. Wargear and unit point costs are in the same place! Long gone are the days of flipping through the codex just to find out how much points your configuration is!
Also spotted were four more datasheets for the Terminator Assault Squad, Aggressor Squad, Eradicator Squad, and Impulsor.
An awesome thing to point out on the Terminators here is the buff to Storm shields. Not only do you get a 4+ invulnerable save, but you also add one to all armor save rolls! 1’s will always fail, but still, this makes them much harder to punch through, when getting shot at, the weapon is going to have to be AP -3 or higher for you to even consider using the invulnerable save!
Unfortunately for the Aggressors, they lost double shots. This means they took a pretty big hit to damage output, however they may have dropped in points a little bit to compensate for it.
The Eradicators getting updated from Indomitus is getting an additional weapon option. The Heavy melta rifle, turns it from assault to heavy, and gives it a constant flat +2 damage comparatively. Considering this probably won’t move much after they are in position, this may be a great option.
The one thing I’d like to point out on the Impulsor sheet here involves shield dome. Shield dome is, unfortunately, getting nerfed. Previously it was a 4+ Invulnerable, now getting pushed up to a 5+ Invulnerable. This isn’t huge, but it does mean that AP is slightly more effective against it.
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What do you think about these changes? Are these overwhelming NERFs exactly what Space Marines needed to be taken down a peg?
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