Weirdly this guy doesn’t seem to be able to be an Iron Priest. This feels a bit like it was copy-pasted from the previous book without much thought as to how it works in 9th – previously that +1 strength would have been +2 thanks to the way weapon modifiers worked, but now it will have zero effect on how effective your Dreadnought is unless they’re somehow punching a Titan. Death to the False Emperor: Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. I guess in this analogy the Raven Guard are the mopey goth kid who’s really good at art or something so they get a pass, and the Ultramarines and the Salamanders are just hanging out in their parents’ basement complaining that everyone else gets the attention and not them. Home /Books/Warhammer [multi]/40k/9th Edition - Warhammer 40K/Codex & … Yeah, the leaks were right – these are 80pts for the onslaught gatling version or 85pts with a multi-melta. Jack: I’m a bit disappointed by this. They aren’t in the individual supplements, naturally, so have they gone completely? Personally I rate the model but this sure is A Guy To Fit The New Releases. At least on launch day, though, there will be the slightly weird situation where the three divergent Chapters can utilise stratagems from the very first 8th Marine book which were deleted by the v2 book for codex Marines, and then. Repulsors are HS now, not Transports, and get a free Hunter-Slayer missile. Aggressors, who were also experiencing something of a renaissance, may also be back on the bench. They’re like regular Intercessors but with +1 attack, and they can swap the Intercessor bolt rifles for the Assault Intercessor heavy bolt pistol and Astartes chainsword. This is one more question that we hope will shortly be answered by the expected FAQ. It only gets better when you point it at an INFANTRY model, though, since it always wounds on a 2+ and goes up to an impressive damage 4. Successor Chapter Tactics return, giving players the ability to create their own special chapters and assign rules to them by picking two abilities from a list. If you have any comments, questions or suggestions, let us know at contact@goonhammer.com. Aaah, my list that used three squads of Cataphractii and three more of Tartaros violates the Rule of Three now! In this new book they’ve changed these traits quite a bit, dialing them back to the point that taking a First Founding chapter is likely to be a better play. They still have their triple Chapter Tactic of course, but that’s also been somewhat weakened since they’re going to be firing Overwatch a lot less of the time now, and it will cost CP to do so – and even more CP if they want to boost it. Yeah, the leaks were right – these are 80pts for the onslaught gatling version or 85pts with a multi-melta. It’s a lot, for only 10pts over a regular Techmarine – though with fewer options to. Dispatched with Royal Mail 1st Class. It’s even good for a ‘go second’ objective, as you score it at the end of the battle round. Dropping Chapter Master to a single unit is a particularly big change – units with -1 to hit modifiers are the biggest winners, as Marines no longer simply brute force their way through it. These and psychic powers are the least changed parts of the book, though there’s a couple of key surprises. Picking out a couple of recent trends in list design, it’s interesting to see what will change. As such he can help himself out and smash things with force, just like he used to – and while 40pts is a lot to pay for this ability, thunder hammers have normalised to 20pts, so he gains some back there. Drop pods explicitly let you null-deploy, because lol, why not, The Land Speeder Storm (the scout transport) gets Assault Transport (the Impulsor rule). Imperial Fists Redemptor Dreadnought. Between this and the obvious use of Scouts, Infiltrators, Incursors, and Eliminators, it’s possible to build a very aggressively-deploying Raven Guard army that takes over the board on turn 1 and forces the opponent to play a similarly aggressive game if they want to score any points at all from the primary. With 9th’s heavy emphasis on early holding of objectives, Infiltrators – despite going up to a meaty 24pts – become even more valuable than before. Slightly better news in the form of the Relic Whirlwind Scorpius, which didn’t go up by much, but is now a Heavy Support choice and competing for very limited slots – not to mention that as there’s only three Heavy Support choices in a Battalion, you can only squeeze in a single Relic HS choice per. A short section at the front of the rules lays out the exceptions – Black Templars still don’t get Librarians, for example – but mostly this standardizes the Marine armory across all the divergent chapters, which is an unalloyed good thing; probably the biggest impact here is on Deathwatch, who are excluded from a few common units but otherwise have access to a vastly bigger range than they did before, and are now much less likely to miss out on updates since GW doesn’t have to jam in new kinds of Kill Team every time the regular Marine book gets a couple of new datasheets. in terms of quality of life – reprinting all this stuff across multiple entries took up pointless space, so it’s nice to just have it all contained here. now includes Dark Angels, Blood Angels, and Space Wolves. As we discussed in their section, Ultramarines benefit from being able to take Guilliman in a Supreme Command detachment and still take three HQ choices in their Battalion, while still retaining all their lovely CP (and in fact Guilliman adds more, bringing them up to a starting 15). 1.1 Pros; 1.2 Cons; 2 Special Rules. With the vast majority of the old Relic Dreadnoughts and tanks now being HS, that puts the squeeze on a bit. Uncompromising Fire lets a unit perform an action and still shoot, while Hit-and-Run Warfare lets a BIKER, LAND SPEEDER, or STORM SPEEDER unit Fall Back and shoot. Auto-launchers give it the SMOKESCREEN keyword. Power weapons – now +1 strength over their previous profiles, as already previewed, Thunder hammers – now only AP-2 but still flat 3 damage, Combat shields – In addition to the 5+ invulnerable save, these also give +1 to armor saves, Relic Blades – now +3 strength and flat 2 damage. International postage of items may be … The combination of the hammer Captain, the thunder hammers on the squad Sergeants, and the Judiciar making enemy chargers fight last gives the list a surprising amount of melee counter-punch, and of course the ever-reliable Relic Contemptors show up here too, along with the smaller box boy who’s taking advantage of Master of the Ancients to be hidden among the Intercessor pack. The new Masters of the Chapter, as per Warhammer Community. The Chapter Master appears to have pulled rank on the Chapter Champion, stealing the Angel Artifice relic; this gives him a 2+ save and +1 to his Wounds and Toughness characteristics. Boo hoo). Speaking of the Company Champion, the combat shield picks up the same +1 to saves as its bigger brother, the storm shield, The Bladeguard Ancient is unchanged from Indomitus except that he picks up the ANCIENT keyword, so he can actually take the relic banners now, Bladeguard gain the option of a neo-volkite pistol or a plasma pistol on the Sergeant, can now come in squads of up to 6, and are otherwise unchanged, changes. The Crusade options we’ll cover in their own article, looking at how they fit into the wider context of Crusade campaigns, and although we touch on some of the key changes to them here, later in the week we’ll have a detailed examination of how all this affects the various different supplements. He loses the re-roll abilty he had before, but picks up the old Selfless Healer Warlord trait that lets him heal two models instead of one. have the aura tag, so it isn’t one and can’t be turned off or otherwise ignored. The haywire mines are mostly a nice to have to fill an odd few points, but they give the Incursors a little extra utility. It also packs a twin icarus rocket pod, which no longer has a penalty to hit ground targets – just the +1 to-hit against Aircraft. Melta Bomb is new, and lets a MELTA BOMB unit make a single melee attack against a vehicle that does 2D3 mortal wounds on a hit – it’s worth keeping in mind here that MELTA BOMB units includes Tactical Squads and Assault Squads as well as Vanguard Veterans. Every unit in in an ADEPTUS ASTARTES detachment gains the Chapter Tactics ability and Troops choices in the detachment get Objective Secured. for Iron Hands, as you can now have them benefit from Look Out, Sir! In better news, the Relic Whirlwind Scorpius only went up a little bit, and as highlighted above the Relic Contemptor got cheaper too – and Fists are a great chapter for those, with Tank Hunters giving the firebase version with two twin lascannons and a cyclone missile launcher a ton of punch, not to mention the first-turn power of Devastator Doctrine with Legacy of Dorn. Both weapons are the same as before except that in line with others they are just +1 to hit against AIRCRAFT, and additionally the stormcannon makes 2 hit rolls against AIRCRAFT for each shot. Subject: 9th edition Space Marine Codex Tactica. it can only be used on models that didn’t already fight (so no more double-fighting with a dying character), plus a few new ones. Seriously this book has like tripled the options available to Ravenwing armies.Â, Like the Speeders, there’s three variants of the Gladiator – the Lancer, the Reaper, and the Valiant. For now, we’ll break down changes to the returning datasheets broadly across the unit categories to make some kind of sense of them, and put them in a nice list format (if you’re reading this and asking where the new datasheets are, these have their own section further down): White Scars Assault Intercessor Credit: Alfredo Ramirez, Blood Angels Eradicators. Captain with master-crafted heavy bolt rifle, Or, as he’s otherwise known, Bikertaker. any of that kit, whereas the small Techmarine has a huge weapon list to pick from should he feel like it. They can takeÂ, Holy shit. In general, it feels like there’s been a effort to reduce the amount of castling and reliance on powerful aura effects, with substantial reductions in both their prevalence and impact. Veteran Intercessors used to be a stratagem but now they’re a datasheet in the Elites slot. The guns are pretty fun – the Reaper can throw out a cool 40 shots at rapid fire range, and they’re all T8 and W12 which is a substantial upgrade over the Impulsor chassis in terms of Toughness, but uh, the Lancer is the cheapest at a flat 200pts and for that it gets 2 fragstorm grenade launchers and a weaker version of the Repulsor Executioner’s heavy laser destroyer, with 2 shots at S10 AP-3 damage D3+3. The. Otherwise, Steadfast Example, granting Objective Secured to all Core units within 6″ and making existing Objective Secured models count twice, and Pennant of the Fallen, allowing models to make 2 attacks in melee rather than just 1 when they die return. They’re still good and very thematic, but the days where every single Raven Guard list had 9 of them in are probably gone. That’s a hard one to answer, since we’re not just thinking about this codex but also the 10 supplements, at least 4 of which are due to be released and potentially substantially changed in the next few months. Making these points rather than CP is going to hurt a little in terms of getting things into lists, but on the plus side it’ll help getting to use some of the huge new selection of stratagems.Â, Ultramarines Chapter Champion. Flesh Tearers get Merciless Butcher from their Blood of Baal update,but with a significant update – now you get d3 attacks if there are 5 or more enemy models within 3”, instead of +1 for each 5. This upgrade is hilariously good and I straight up don’t know why you would ever take a regular apothecary when the Chief is so rude. This is eminently sensible since his sheet was a, before. It’s admittedly a little strange that of the 98 touted datasheets in here, fully 21 of them are HQs, but there’s certainly no shortage of units to choose from in any slot regardless. Whether they remain the terrors of the top tables is unknowable right now, but they still offer plenty to think about going into #new40k. Daemonic Ritual: Instead of moving … Credit: Jack Hunter. Raven Guard Phobos Captain Credit: Dan Boyd. Salamanders! Bladeguard Veterans, especially if combined with Strength of the Primarch – S6 AP-3 D4 master-crafted power swords, wounding anything in the game on 4s, sounds pretty good to me. 2.1 Chapter Tactics; 2.2 Successor Tactics; 2.3 Specialist Detachments; 3 Crusade Additions; 4 Secondary Objectives; 5 Stratagems; 6 Warlord Traits; 7 Psychic Powers; 8 Litanies of Battle; 9 Space Marine … Space Marines are organized into chapters, fighting bodies of about one thousand warriors, give or take. Have any questions or feedback? the concept of playing Combat Ambulance with him, deep striking in to heal twice and then revive a guy, before giving everyone a 6+ FnP. Ultramarine players often took them anyway, since their Doctrine allows you to actually move the fat boys and still take advantage of their shoot twice rule, and now that the board is a foot shorter and four inches thinner, their relative threat range looks better in context. Innes was playing White Scars before it was cool, and this new list for 9th edition perfectly captures what we discussed in the White Scars section – it has powerful mid-board presence from the Bladeguard mounted in Impulsors to push into the middle, supported by the Outriders and Infiltrators, with Eradicators and Centurions arriving from reserve to offer powerful second-turn punch. 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