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McGibs wrote: I wonder if Inceptor Assault Bolters will make the jump to 2 damage (they are sawed off heavybolters after all), in which case the distinction between the two becomes much harder. Holy shit. For this edition, all SM chapters are depending on this book! The Chapter Champion returns and picks up the Exquisite Swordsman ability for free, letting him re-roll wounds against enemy CHARACTERs in melee. It wouldn’t be a Space Marine codex without an entire faction’s worth of new units, and this book doesn’t disappoint, with a veritable feast of additions to the range. This is the current 9th Edition's Space Marine tactics. Picking out a couple of recent trends in list design, it’s interesting to see what will change. Otherwise his datasheet is exactly what you would expect from ‘a Chaplain, but on a bike’ – and like all other Chaplains he can be a Wolf Priest or, since he’s on a bike, Ravenwing. There are plenty of reasons to Play Space Marines. Additionally, as promised, the datasheets you would expect can now be Deathwing/Ravenwing or Wolf Guard, making them fully-fledged Dark Angels/Space Wolves units that will be able to take advantage of other rules in those upcoming supplements – so yes, go ahead and paint those Bladeguard Veterans in bone or your Outriders in black, or uh, stick a wolf tail on them, whatever. Now let’s rewind to June of 2017 and look at what GW machinegunned into our eager hands the last time around. Aaah, my list that used three squads of Cataphractii and three more of Tartaros violates the Rule of Three now! Despite the familiar names, every stratagem here except for, can affect any unit but now gives Terminators +1 to hit (making it work on mixed armor units in Space Wolf and Deathwatch armies), others in major ones –, only works on Assault Intercessors now, which is, is now Primaris-only, and costs 1CP for units of 5 or less – or, as Space Marine players typically call them, ‘units.’  Others have gotten a complete overhaul –. One unresolved question from the FAQs is how the Born Protectors stratagem works with the new Overwatch rules. 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. I never really noticed that there was no codex-compliant chapter starting with anything earlier in the alphabet than an I so I was sure I’d missed one, but apparently that really is the case and so we start with the Imperial Fists. Condition is "New". The Scars were a bit of a sleeper army in 8th ed, with some people playing them to great success, but being less of an I-win button for most players than just using the Iron Hands rules and getting to play with better maths than everyone else did. now does 2D3 mortal wounds and gets +1 to hit, but must target an AIRCRAFT instead of just FLY. Their threats were also a lot more diffused than their near-equivalents in the Raven Guard – you didn’t really see a White Scars list that went all-in on Centurions the way that RG could. The Predator Annihilator/Destructor thing is a nice throwback to older editions, but they’re the same unit except for the turret weapon. Well, Hands were the prime abusers of the Chaplain Venerable Dreadnought, and that is now the Legends Chaplain Venerable Dreadnought, and hopefully is disappearing into the Warp never to be seen again. With all the new stratagems, we were bound to lose some of the old ones. As well as incorporating the Marine Weirdos, this book is a full-fledged 9th edition publication, with Crusade options, unique secondary objectives for Matched Play, a completely revised list of stratagems and relics, and of course a ton of rules for all those new units we mentioned before. Meta Watch: Do We Have the First OP Space Marine List of 9th Edition? Finally, we should mention Infiltrators. Blessing, WC6 now, 5+ invulnerable save for ALL units within 6” instead of the previous effect. The Wise Orator Warlord trait gets a massive overhaul however, giving +1 to reciting litanies (marginally worse than re-rolling like before) and dropping the cost of the Commanding Oratory Stratagem to 1 CP. Anyone expecting this to be a near-reprint of the 8th ed book is completely off the mark; instead we see substantial alterations all across the piece, even down to the fundamental level of changing the MEQ statline to 2 wounds. The additional threat range and output that Bladeguard get in White Scars is significant. In one thirty man tournament, a Salamanders list managed to fight its way up to 1st place. Like the previous book, there’s a get-you-by Warlord trait for each of the Chapters, most of which are unchanged from the supplements. Most of the Marine changes in the FAQ updates were just fixing wording for 9th – ignoring Look Out Sir with snipers, updating references to say Engagement Range, removing the now-meaningless Power of the Machine Spirit rule, that kind of thing. It only seems like yesterday that I was flicking through the new 40k 8th edition Codex Space Marines and Codex Supplement Ultramarines but really a lot has happened since August 2019. now gives +1 wound as well as its other effects, is now in line with other storm shields i.e. No Deathwatch or Flesh Tearers, for obvious reasons. 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. The datasheets are generally pretty clear, and seem to have been set up with a focus on limiting options. Notably, it’s only BS4+, and it degrades. A lot of armies were utilising multiple of these filled with Bladeguard Veterans, and whether that trend continues when they’re harder to get around the table and to utilise as bumper cars is uncertain. Impulsors have been substantially depowered – going to the 5+ is one thing, but also losing FLY and the repulsor field carrying a CP cost is a big hit to their effectiveness. There are a huge number of changes to these, ranging from ‘minor tweaks’ to ‘fundamental alterations.’ There are also quite a few abilities or wargear options here that have now been moved to be stratagems instead – melta bombs and smoke launchers, for example, but there’s more on this below – and some stratagems have been moved to being abilities. The Relic Whirlwind Scorpius also saw a favourably minimal change. The Primaris Hover Tanks all lost the FLY keyword and their ability to reduce enemy charge distance has been moved to the Grav Pulse stratagem. Eradicators gain the option of a heavy melta rifle, Heavy 1 S8 AP-4 Damage D6+2/+4 at half range, go up to squad size 3-6, and can take 1 multi-melta per 3. It’s especially worth noting that while they have three wounds apiece, they aren’t Gravis, so can ride in an Impulsor. They also seem pretty hot in Blood Angels which really benefit from them being S5 – with +1 to wound that’s a spicy meatball. You can unsubscribe at any time. Unlike many other factions, Space Marines don’t seem to have gotten a straightforward algorithmic points change as described in our review of the overall points changes. Best Space Marine Chapter for 9th Edition. You will be sick of the sight of these very, very soon. Every unit in in an ADEPTUS ASTARTES detachment gains the Chapter Tactics ability and Troops choices in the detachment get Objective Secured. There has been a definite attempt to push Dreadnoughts to the fore – unlike other vehicles they retain CORE, they have Duty Eternal built in natively, and their explosions are less damaging if they go off in your lines. Other than that he’s pretty much unchanged except the obvious with his aura only affecting CORE units, which excludes himself (which is common to all the Captains, naturally). 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. They also pick up the MELTA BOMB keyword, which is cool and gives them a further little bit of utility to separate them from Intercessors, Speaking of abilities being moved to stratagems, Apothecaries can now only natively heal models which haven’t died yet (this is more useful now that all Marines have 2 wounds); the “bring an INFANTRY/BIKER model back to life” trick is now a 1CP stratagem (or free for Chief Apothecaries with their new warlord trait), but it also brings the model back at. still does not increase the range of psychic power auras but, increase the range of Litany auras (or, rather, they are not exempted as they used to be), – Blessing, only affects CORE or CHARACTER, – Blessing, gains the aura tag – also changes back to the old wording where it affects ‘units’ rather than enemy units, so as worded right now it removesÂ. It’s lighter on Eradicators than some of the other lists here, but with the paired Contemptors and the Inceptors dropping in, as well as the melee potential of Guilliman and the Dreads, it can afford to be. Warhammer 40,000 9th Edition is here and we already know the first two codexes on the way – but which ones should come after? Finally, the Wargear Stratagems category has 9 strats in it, all of which have either changed significantly or are new. Whether we’re one step closer to the entire old range being squatted or whether Space Marines really stabilise around there being a hundred datasheets with big and little versions of the same units is an open question; our guess is that as long as people keep buying the little guys, they’ll stay relevant and therefore in production. White Scars can now advance without penalty for any Chapter Tactic models, not just bikes. Neat if you want more than one of these, but they have to be the non-Primaris version. More than any other faction in the game, and Marines have more units in some Battlefield Roles than entire armies have across every book. Say it ain’t so! Grav Devastators may not be completely dead but with Gravitic Amplification gone they’re probably not going to be showing up 10 to a list any more – losing access to wound re-rolls is a substantial drop in their effectiveness, and being flat damage 2 lowers their utility against all the new 3-wound models in the wild, though they’re a bit tougher to clear off the table now after the initial drop – at an added 3ppm. but it’s worth mentioning at least. You don’t have to advance but if you do your unit auto-advances 6”; on the other hand, you are completely exempted from shooting or fighting this turn. Now hold on, you might be saying, what if I wanted to take Father of the Future for that 6+ ignore wounds? The seller hasn't specified a postage method to United States. sees a welcome update here. You can now take a Battalion and have all three HQ slots free (which is good, because Space Marine characters are powerful), keep your 12 starting CP, and gain another 3 on top to start with 15 – in an army with 50 different stratagems to choose from (well, 48 now that two of the base codex ones have been deleted, whatever), having more CP is undoubtedly a good thing, never mind the comparative advantage of having more of a resource than anyone else does. 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. It’s a lot, for only 10pts over a regular Techmarine – though with fewer options to change any of that kit, whereas the small Techmarine has a huge weapon list to pick from should he feel like it. 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 … These are upgrades to existing units that you’d take, making them more powerful and giving them access to new warlord traits and relics. ; for 2 CP, if your Warlord is on the battlefield you can pick a CORE unit on the table and it’s treated as having. 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. A smart player can now try and counterplay it by shooting off its protectors, but it’s straightforward enough to have it waddle along with the aforementioned block of Intercessors and keep it in range of enough different units that that is hard to achieve. The other two option packages available at the dealership  – the double-gun Tornado and the good old Typhoon – don’t get access to that ability at all. Impulsors lose FLY. It’s used once per game in the Command phase if your warlord is on the battlefield – pick a point on the table and in, next Command phase roll a D6; on a 2-5 anything within 6” of that point takes D3 mortal wounds and on a 6 they take D6. now gives you one more option for your choices: CHAOS KNIGHTS, and only lets you re-roll hit rolls of 1 rather than all hit rolls, but you get it on all melee attacks instead of just attacks the turn you charge/intervene/are charged. Their shooting isn’t amazing but it isn’t terrible – two storm bolters is enough to matter against small GEQ squads and the like. Do take care to note that it hits units in this range, not enemy units; the Battle Barge bombarding you from the stratosphere is not in fact able to avoid hitting your own guys if they stand on the point. I’m sure someone out there has a list built that doesn’t work anymore, but typically the split-out datasheets aren’t preventing you from doing anything you weren’t already not doing (Oh no, you mean I can’t mix HB/AssCan speeders in with MM ones! This fucking guy. 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. This is a nice boost and makes your fat jump packers slamming into a unit of weaker stuff feel actually impactful. The big exception here is Iron Father Feirros, who took a giant 30pt increase up to 140pts. The Indomitus box contains an almost completely new set of models to add several capabilities that Primaris Marines previously lacked. Do take care to note that it hits. Follow Follow; Follow Follow; Follow Follow; Follow Follow; Follow Follow; Codex Space Marine 9th edition was released on 10-10-20 Unit points throughout Time. As well as incorporating the Marine Weirdos, this book is a full-fledged 9th edition publication, with Crusade options, unique secondary objectives for Matched Play, a completely revised list of stratagems and relics, and of course a ton of rules for all those new units we mentioned before. Some are better at punching things, some are better at shooting things, some are better at not dying. In 8th edition these were very powerful; competitive marine lists would often see. The Master of the Forge loses the Endurant Protector relics and the Master of the Machine Trait (no one is sad about this) but keeps Warden of the Ancients and Mortis Machina. get +2 Attacks on the charge, as many people were loudly insisting he would, but he does get a chunky 2 extra wounds over the normal version to be 7 full wounds of biker goodness. Also ported over from things that were previously on the datasheet are, – though these are completely new, as they can now target a non-VEHICLE or MONSTER in 9” and force it to either brace (take d3 mortal wounds) or duck for cover, which makes them -1 Attack and unable to fire Overwatch or Set to Defend. The base codex is good enough, though on its own it would probably not have pushed Marines to the top of the pile, but the supplements were something else – White Scars, Raven Guard, and Imperial Fists all produced highly competitive armies, but the key component here was Codex Supplement: Iron Hands. They all return here, plus there’s a new section for Chapter Masters to come into their own, with some light restrictions –  Deathwatch can’t take Chapter Masters and Blood Angels can’t take Chapter Ancients, since those already exist in different forms in their individual supplements. Maybe I’m stretching this too far. Mortis rounds go to a flat 2 damage instead of d3, as is the pattern. 9th edition brings some massive changes to the way 40k is played and the balance between certain armies. With this in mind, auto bolt rifle-focused Intercessors have a potentially great application, being able to shoot while advancing before charging in to take an objective. – Witchfire, WC6 now, increased to 18” range, and instead of having to draw closest to closest the line can now be drawn from any part to any part. They do explode, which is quite funny, for a single MW at 3” – and note of course that this means an ATV can explode and then an Apothecary can resurrect it, which is the kind of miracle that the Sisters of Battle wish they could make happen. Adaptive Strategy is back, baby; for 2 CP, if your Warlord is on the battlefield you can pick a CORE unit on the table and it’s treated as having all of Devastator, Tactical, and Assault Doctrine active for the next turn. There are 10 Strategic Ploy stratagems, and most of these are all-new, though there are a few returning faces with major changes: Hammer of Wrath sees a welcome update here. Near the end of 8th’s life a build using a large block of Assault Terminators with storm shields to block for more fragile shooting units (Kataphron Breachers and the like) came into being, but it’s not likely to re-emerge in 9th edition thanks to the CP changes. However, and this isn’t news since we knew it was coming, there’s no mention of how the codex-specific units or the old stratagems in those books will be handled. Even the ones they traditionally didn’t get like floating tanks. Or, as he’s otherwise known, Bikertaker. Officially announced on May 23rd 2020 and released (kind of) on July 25th, 2020, Warhammer 40,000 9th edition is the up and coming new batch of everyone's favourite plastic crack addiction (with a price hike on whole bunch of models to correspond with the increased point costs in the succeeding month; thanks GW).It comes with a new logo, but is also the departure from the … Well, first of all, don’t throw all of those Centurions away. , and has gotten an overhaul – now SHOCK GRENADES (Reivers or, again, the Reiver LT) or LAND SPEEDER STORM units can use this in the shooting phase against an enemy within 6” to prevent an enemy from firing overwatch or setting to defend and giving them -1 to their hit rolls. Dispatched with Royal Mail 1st Class. 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. Enter your email to get the very latest - news, promotions, hobby tips and more from Games Workshop. They definitely took a big hit from the 9th edition points changes, but a single squad of them using the Raven Guard’s cheap, powerful deep striking option is still a big threat to be holding over someone’s head. Daemonic Ritual: Instead of moving … Let’s start with some of the 9th edition rule changes and how they affect the army. There are three types of Land Speeder now. 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. Suppressors gain an extra shot on their accelerator autocannons! Dispatched with Royal Mail 2nd Class. There’s a slightly ridiculous attempt to get around the whole ‘we made a model with a base to be your deployable haywire mine’ thing by suggesting you use the mine as a marker, which is pretty funny when you remember the box comes with a guy modelled holding one. Still, some people had a lot of success with them, and towards the end of 8th’s life they were starting to make their presence felt. It really comes down to your individual army and what choices you’ve made with it – the obvious one is that you won’t dip into Warpcraft if you have no psykers, but also maybe don’t take Linebreaker if you’re playing a slowly-advancing Iron Hands castle which plans to never move further than mid-board, and so on and so forth. Which also allows you to heroically Intervene is definitely helpful the previous effect your! 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