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Space Marine CODEX Update

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Space Marine CODEX Update Powered By Docstoc
					Space Marine CODEX Update
Applies to CODEX Ultramarines, Angels of Death and Space Wolves.

Contents
Captains                     1
Vindicator                   1
Razroback                    2
Chapter updates
         Blood Angels        4
         Black Templars      5
         White Scars         6
         Grey Knights        7
Adeptus Custodes             8


Captains
The list states 0-1 Terminator Captain and 0-1 Captain. This seems to be an unexplained consequence
of both background and the unmodified second edition selection rules. A chapter can field up to ten
captains (providing there are at least one unit from their company present!). Up to one of these can be
                                                                               st
equipped with Terminator armour, and as a result this model will be from the 1 company.

Vindicator
The Vindicator is added to the Space Marine support section and is chosen like a normal vehicle such
as a Rhino or Predator. For being a part of a Vehicle squadron it counts as being based on the Rhino
template and so may join similar vehicles.
The Vindicator is a siege tank, designed for closing on a fixed enemy location and then annihilating it
with its devastating hull mounted Demolisher Cannon.
Vindicator…………………………150 points
A Codex Space Marine army may have any number of Vindicators.
Crew         2 Space Marines. One as driver and the other as the co-ordinator of the Demolisher
             Cannon. Both are armed with Bolt Pistols and Power Armour.
Weapons      Demolisher Cannon with a 90-degree fire arc. Has targeter. Note that this weapon is
             move or fire! May have frag or blind grenades in auto-launchers for +5 pts
Ram Value    Strength 8, D12 damage, -5 save.
SPEEDS; SLOW 6”
COMBAT       14”
FAST         20”
TYPE         Tracked
HIT LOCATIONS
D6 1               Track                   Front armour: 15         Side/rear: 15
2-6                Hull                    Front armour: 22         Side/rear: 18

d6     Track damage
 1     Damaged but keeps running. May only move at slow speed <R>
2-5    Blown off, moves out of control 2D6” and comes to a permanent
       halt <R>
 6     Blown off, flipping the Vindicator. It lands D3” in a random
       direction causing D6 Str. 10 hits with –4 save on anything it lands
       on. Crew dead
d6     Hull damage
1-3    Large explosion. Each model on board, 4-6 = death
 4     Engine explodes, killing crew. Spins to face random direction
 5     Fuel tank explodes. Heavy flamer hits on all within 3”
 6     Ammunition explodes. Models with 3” suffer D6 Str. 10 hits with
       –4 saving throw modifier
Razorback
The Razorback is added to the Space Marine support section and is chosen like a normal vehicle such
as a Rhino or Predator. Since it was not included in the rules for the standard Space Marine CODEX’s
we have included it here. For being a part of a Vehicle squadron it counts as being based on the Rhino
template and so may join similar size vehicles in squads of 1-3.
The Razorback is an APC with supportive firepower capable from its turret on the top. To make way
for this additional firepower it can transport less troops than a Rhino.
Razorback…………………………150 points
A Codex Space Marine army may have any number of Razorbacks.
Crew         2 Space Marines. One as driver and the other as the gunner. Both are armed with Bolt
             Pistols and Power Armour.
Weapons      One lascannon and two plasma guns linked in a turret mount with targeters and a 360
             degree fire arc. May have frag or blind grenades in auto-launchers for +5 pts
Transport    Up to five marines in power armour.
Ram Value    Strength 7, D12 damage, -5 save.
SPEEDS; SLOW 8”
COMBAT       18”
FAST         25”
TYPE         Tracked
HIT LOCATIONS
D6 1                Track                   Front armour: 15         Side/rear: 15
2-4                 Hull                    Front armour: 20         Side/rear: 18
5-6                 Turret*                 Front armour: 22         Side/rear: 15
                       *On a 4-6 hit gunner instead

d6     Track damage
 1     Damaged but keeps running. May only move at slow speed <R>
2-5    Blown off, moves out of control 2D6” and comes to a permanent
       halt <R>
 6     Blown off, flipping the Vindicator. It lands D3” in a random
       direction causing D6 Str. 10 hits with –4 save on anything it lands
       on. Crew dead
d6     Hull damage
1-3    Large explosion. Each model on board, 4-6 = death
 4     Engine explodes, killing crew. Spins to face random direction
 5     Fuel tank explodes. Heavy flamer hits on all within 3”
 6     Ammunition explodes. Models with 3” suffer D6 Str. 10 hits with
       –3 saving throw modifier
d6     Turret damage table
 1     Weapons damaged. May only fire on 4+
 2     Turret damaged, may no longer turn. Weapons fixed at 45 deg. Arc
 3     Gunner Killed
4-6    Ammo explodes destroying tank and killing crew. Turret flies off
       2D6” in a random direction causing D6 Str. 9 hits with a –6 save
       modifier on anything it lands on

Razorback variants
A Razorback may change its turret armament. If so then the tank costs 89 points and may add one of
the following: twin heavy bolters (+30 pts), twin lascannons (+90 pts), twin autocannons (+50 pts).
You may also choose to have an enclosed turret (this is the case with the newer Razorback models), if
so then the turret has armour value 17 all around and the gunner cannot be killed. This has both the
disadvantage of weaker frontal armour but also the gunner cannot be killed by small arms fire.
Space Marine Chapters
Updated lists for previously Vanilla Space Marines Chapters. These lists are to be used in conjunction
with CODEX Ultramarines.

    Ø Blood Angels
    Ø Black Templars
    Ø White Scars
    Ø Grey Knights
Blood Angels
  Ø   Blood Angles can make use of Baal Predators. Add these to the support section following the
      guidelines for standard predators. They are equipped with a twin-linked assault cannon turret
      (roll all six dice together. In the event of three or more jams assume result 6 on the turret damage chart. The Baal
      predator may also clear up to two jam counters in one shooting phase) and heavy flamers in the sponsons.
      These vehicles cost 205 points each. Sub-chapters may not use these Baal Predators! As a
      modelling note…do not glue in the bald guy on the turret, if you do not understand why, check out the Blood Angles
      background….
  Ø   If you wish to field a Fleshtearers army follow the standard Blood Angels list (as you would for
      any sub-chapter) but also add chain axes to their assault weapons list for 3 points each. Also
      Fleshtearers should not have more devastator squads than assault squads in the army.
    Ø Black Templars
        Fighting the holy war, the Black Templars use the standard CODEX list with the following
changes;

    Ø     Black Templar’s are the only chapter that can use the Land Raider Crusader in any number.
          Normal chapters may use one per 5,000 points. It is treated as a standard Land Raider but with
          6-linked bolters on its sponsons and twin assault cannons in its turret. No other chapter can
          use these modifications in any number. The Crusader is meant for crusades, which other
          chapters rarely engage upon anymore [on any large scale at least]. The modifications bring the
          tank up to a cost of 260 points.
     Ø The Black Templar’s can use the Emperor’s Champion as a Commander choice (Although he
          will not lead the army) Cost – 156 points
                                     M     WS BS         S      T      W       I     A      LD
    Emperors Champion                4     8       7     5      5      4       7     4      10
Weapons - Sword of Retribution (+2 Strength), Bolt Pistol, Frag Grenades
Armour – Power Armour (3+ Save), Emperors Protection (4+ unmodified) does not count as a field
Wargear – May be armed with a boltgun +3 pts and any grenades from the standard Space Marine list.
May not take any wargear cards.
Special – Immune to Psychology – as is any unit of Black Templar’s he joins. Note the Emperor’s
Champion can never join anything but a Black Templar’as squad. If the unit includes characters from
another chapter or race then the Emperors Champion cannot join it
          Divine Hatred – The Emperor’s Champion and any unit he joins hate anything from the
following races; Chaos, Eldar, Necrons, Orks, Tau, Tyranids. Note it does not hate Squats.
          Space Marine – Follows all loyalist special rules
          Challenge – If the Emperor’s Champion comes within 14” of an enemy character then will
declare a challenge. If the opposing player accepts this then the enemy character can do nothing but
move towards the Emperor’s Champion to engage in combat. He may not shoot and he cannot be
engaged in hand-to-hand combat or be intentionally shot at by the Black Templar’s player. The model
may run even through an enemy squad, as they will allow parting so that the challenge may be fought.
If the enemy model cannot leave his squad then the challenge can be ignored (e.g. in the case of a death
Company Chaplain) but if the challenge is refused then the model and the squad he is in must make an
immediate break test at –1 Leadership

    Ø    The Black Templar’s cannot use Grey Knights, the Inquisition views them with the Word
         Bearers’ past actions in mind
    Ø    Land Raider Crusader – The Black Templars are the only chapter to use these behemoths as a
         general vehicle. As such replace the standard Land raider entry with the Crusader variant. This
         has six linked bolters in the sponsons instead of the lascannons and a multi-melta instead of
         the heavy bolter. It also has driver operated twin-linked assault cannons. It has an enhanced
         troop capacity of +5 (total of 15 marines or 7 Terminators). Note that this seems rather
         confusing, Assault cannon, and bolter ammo takes up far more space than a few lascannon
         battery cells :/. These monsters weigh in at 210 points (yes the weapon armament on the
         crusader is a lower cost!). Also other chapters may use them but only as special character
         equivalents to represent their rarity.
White Scars
      White Scars use the standard Codex list with the following changes;

  Ø   White Scars may give an entire squad of bikers reinforced armour for +5 points per models
      with no penalty to movement
  Ø   White Scars add +1 to the test for skid turns
  Ø   White Scars do not get Veteran Tactical squads, instead they may choose veteran bike squads
      at a cost of +5 pts per model in the squad
  Ø   White Scars must have at least one vehicle or vehicle squadron for every squad of foot troops
      in the army and may choose as many bike squads as they like
  Ø   White Scars do not use vindicators and all other vehicles suffer –1 to all armour in exchange
      for +2 movement
  Ø   White Scars may not choose reinforced, ceramite or ablative armour for their vehicles
  Ø   White Scars cannot have Terminator captains
  Ø   While White scars can choose terminators, their first company is also made up of bike squads.
      When choosing an entire chapter the first company is made up 20 pts worth of the following
      (2 pts per Terminator squad, 1 pt per Veteran bike squad)
  Ø   White Scars prepare lightning assault where there is little indication of attack and so
      Devastator squads or in less abundance, you may only take devastator combat squads and they
      must be in the ratio of one per three other squads in the army
Grey Knight Terminators
         Grey Knights can be bought from the support section as allies (following the normal one
squad per support choice restriction. However they are only available to chapters using the standard
codex list such as Ultramarines. The Inquisition has enough trouble with the Dark Angels, Space
Wolves and Blood Angels to ever lend them such valued troops except in truly extreme circumstance.
Note that this actually means that these chapters are denied the use of Grey Knights (this is both
characterful and actually gives more of a point to collecting another chapter besides colour scheme).
Grey Knights can be fielded against non-Chaos opponents, daemons can possess just about anybody
and psykers from any source are always high on the Inquisition’s purge list. Grey Knights are bought
using the standard rules insert in Dark Millennium; note also that Grey Knights are an exception to
normal OGC rules in that they are allowed refractor fields and Terminator armour.
         Te following additions to the rules also apply:
         Know no fear - Grey Knight Terminators are immune to psychology and will never break.

           Animotic presence – The presence of the daemon hunters can be seen as a bad omen to those
on the field with them. Once Grey Knights are on the field and until they have been wiped out all
models in the army suffer –1 LD until either an enemy psychic power is used or a daemon is present on
the field.

         You may also choose grey knights in power armour, the same rules apply but each model
costs 35 points less each and cannot use psychic powers. They are armed like CODEX tactical squads.

         Characters denied use of Grey Knights- typically all non-codex chapters as they do not
conform to Imperial/Inquisition rule. These are the Blood Angles, Dark Angels and White Scars and
any sub-chapters of these. Chapters of your own devising which bend from the CODEX list
significantly also form into this list. Oh, and lets not forget the Space Wolves ;p
     Adeptus Custodes
              Guardians of the Emperor, defenders of the last bastion of humanity
     This list is strictly in the interest of 40k flavour. They are not for use in standard games; it would take
     something very special to see any of the elite warriors in action, ie scenario, battle for the Emperors
     palace etc

     Centurion         Pts equivalent – 179 points
                   M         WS        BS        S          T         W         I         A     LD        Save
     Centurion     4         9         9         5          5         4         9         5     10        3+
     WEAPONS           Champions Halberd (Strength 7, D3 wounds, 2 hands), bolt pistol, frag grenades
     ARMOUR            Power Armour (3+ save) & Emperors Halo (4+ unmodified save)
     SPECIAL           A Centurion is subject to the Custodes rules


     Standard          Pts equivalent – 119 points
                   M         WS        BS        S          T         W         I         A     LD        Save
     Centurion     4         7         7         5          5         3         7         3     10        3+
     WEAPONS           Mk1 Plasma Gun, bolt pistol, frag grenades
     ARMOUR            Power Armour (3+ save) & Emperors Halo (5+ unmodified save)
     SPECIAL           A Centurion is subject to the Custodes rules
                       Astartes and Custodes units within 18” may re-roll failed break tests

     Guardians         Pts equivalent – 119 points
                   M         WS        BS        S          T         W         I         A     LD        Save
Custodes Marines   4         7         7         5          5         3         7         3     10        3+
     SQUAD             Consists of 5 Custodes Marines
     WEAPONS           Squad Leader with Mk1 Plasma pistol, 3 with Boltguns and 1 with Mk1 Plasma gun, bolt
                       pistols, frag grenades
     ARMOUR            Power Armour (3+ save) & Emperors Halo (6+ unmodified save)
     SPECIAL           A Centurion is subject to the Custodes rules


     Adeptus Custodes Special Rules
              Subject to rules for hatred against Chaos, Inquistion, High Lords of terra and Officio
              Assassinorium
              Forces loyal to the Emperor can re-roll break tests on LD10 within 6” of a Custodes
              Custodes may be accompanied by tech Priests, Ministorum, Telepathica and Servitors, they
              are allies to Astartes

				
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Description: Space Marine CODEX Update