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Old 22-07-2008, 01:18   #1
BrotherCaptainS
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Default Space Marine Codex Rumors Mk. III

OK so the Mk II thread was closed due to going off topic. So I'll start this one and keep on the updates as they come in. PM me if you have new info. Im headed to GD CHicago this weekend so I'll see what I can drag out of the guys there.

Here is what we have so far,


Units

Basic:
You may still have variable squad sizes(6-9), but you get nothing else besides the Sgt n his options. No special n Heavy Weapons.
The weapon options (free stuff) is correct if taken as a 10 man unit.

Apothecaries:
Confirmed, they do give FNP to the squad they are part of, any any attached characters!


Sternguard:
All members of the squad can take combi weapons, from bolter & chainsword Rumored that all may take storm bolters and may take 2 heavy or special weapons. Heavy flamers included.

Vanguard:
They may be upgraded to Honour Guard if you take a Company Master

Command Squads:
These can be bike mounted, in theory you could have an all T5 command squad, with FNP, and storm shields...



Characters:
Basic Character

Chaplains are WS 5, BS 4, 3+ sv.

Librarain WS 5, BS 4

Commanders
are WS6, but have limited ranged weapon options.
Bike Commanders: allow bike squads as troops.

Techmarines
still have Servitor Retinues(0-4 models), but may leave them as a seperate unit. The downside; they only operate on a 4+ if left alone.

Captain Lysander:
Mc'ed Str 10 Thunder Hammer [w/ +1 damage against vehicles]
Storm Shield
Eternal Warrior
Bolter Drill [grants twin linking to all bolter shots in the SQUAD he joins]
allow army to FORTIFY one piece of terrain [+1 cover save]
grants either Stubborn or Combat Tactics

Marneus Calgar
Eternal Warrior

Chaplain Cassius:
toughness 6 and eternal warrior

Captain Sicarius:
Some sort of mantle that grants feel no pain

Shrike:
Gives the army Fleet, and also allows infiltration with the squad he is attached too. He now has an Iron Halo, and pretty much the same wargear as before, but WS6.


Vulkan Estan:
allows any and all Salamanders in the army to replace their Combat Tactics special rule with a Salamanders version; they get Master Crafted Thunder Hammers for free. All Melta/flamer weapons in the army, no matter their source, count as twin linked – also for free.
Vulkan Estan: He is the ex-4th Salamander Company Captain and is a kind of wandering champion. He has almost Inquisition-like leverage over the Salamander Chapter, as his task is to seek out and recover nine holy relics made by Vulkan before he disappeared. If all nine are recovered, it is said Vulkan will return. Estan has recovered the following three and uses them:

* Salamander Hide Cloak,
* Gauntlet which counts as a Heavy Flamer and allows re-rolls to wound.
* Spear of Vulkan is a S6 master crafted power weapon.
Pedro Cantor:
grants either Stubborn or Combat Tactics, Grants 'Hold the line' : SternGuard vets are scoring [but NOT troops selections, still elites]

Master of the Forge:
Current Techmarine stats w BS5 and LD10-100 pts
2+ Sv. no inv.
Servo Harness for free
Allows Dreadnoughts to be taken as Heavy Support AND Elites.
Has special rule that allows for one piece of terrain in your Deployment Zone to be given an improved Cover Save by +1 at the atart of the game(fortifications or some-such).

Ultramarine Sgt Chronus
Heavy Support upgrade: confers his BS of 5 to his vehicle, and can survive its destruction to keep fighting on foot! (hence the foot slogging model)
Tank Commander Upgrade

Ultramarine Scout Sgt Telion
Scout Master Sgt Upgrade
Squad upgrade: confers his BS of 6 to one other Scout in his squad (sniper, missile launcher, etc.)


Vehicles

Landraider:
LR Machine Spirit [no longer BS2, can fire extra main weapon , may fire at 2 seperate targets, ignores stunned/shaken]
Land Raider Crusader is now cheaper but does not include the multi-melta; this option may now be purchased as a pintle mounted weapon for ALL land raiders.
Land Raider Redeemer flame cannons are S:6 AP:3 but are not Inferno Cannons; the template must touch the weapon.

Dreadnaught:
* Venerables are back to WS/BS 5.
* Ironclads have 13/13/10 armour and can take twin DCCW, Hurricane bolter, twin linked heavy flamer, and some others It also has a rule which (possibly a weapon option) called the Seismic Hammer which counts as a thunder hammer and allows difficult terrain tests to be re-roll as the Ironclad batters terrain out of the way.
* Dreads weapons options: Assault Cannon, Multi Melta, linked Heavy Bolters, linked Heavy Flamers, linked las cannon, linked autocannon, plasma cannon, DCCW, Missile Launcher, and maybe more. The linked autocannon can be purchased for BOTH arms, and possibly some others options as well.


Wargear & weapons

Thunderfire Cannon:
3 Fire modes, all fire modes are "x4 Small Blast", one of which is STR6 AP4

Storm Shields:
Confirmed, its a 3+ Invulnerable against ALL attacks, both shooting & CC.

Last edited by BrotherCaptainS; 25-07-2008 at 00:10. Reason: organization
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Old 22-07-2008, 01:57   #2
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Default Re: Space Marine Codex Rumors Mk. III

Well this just sounds excellent, although the whole WS/BS 4 chaplains don't make sence to be (just because of the Dark Angel and Blood Angel codexes though). The storm Shields sound very nice, now if there was a way to get a terminator apthercary in a thunderhammer storm shield assault terminator squad...... It'd be better at pretending to be Deathguard Terminators than the current chaos codex, which is kinda sad.
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Old 22-07-2008, 02:38   #3
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Default Re: Space Marine Codex Rumors Mk. III

The stern guard veterans have 3 kinds of rounds which the whole unit most use if you declare it.

Dragonfire:
Range 24" S4 Ap5 rapidfire, ignores cover

Kraken:
Range: 30" S4 Ap4 rapid fire

Vengence:
Range 18" S4 Ap3 rapidfire, gets hot!
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Old 22-07-2008, 02:47   #4
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Default Re: Space Marine Codex Rumors Mk. III

Any way you can embed the pictures we have into the relevant spots in the first post so no one needs to look all over for them?
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Old 22-07-2008, 02:53   #5
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Default Re: Space Marine Codex Rumors Mk. III

Check here for pics: http://warseer.com/forums/showthread.php?t=146067
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Old 22-07-2008, 03:13   #6
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by Frep View Post
Well this just sounds excellent, although the whole WS/BS 4 chaplains don't make sence to be (just because of the Dark Angel and Blood Angel codexes though). The storm Shields sound very nice
It makes me laugh that disparity between the DA/BA dexs and the new Marine one is only seen as strange when it’s something taken away .

As a Blood Angel player, I think the Storm Shields make as little sense as the changed Chaplain stats
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Old 22-07-2008, 03:13   #7
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Default Re: Space Marine Codex Rumors Mk. III

O man, seems than the sternguard are going to be pretty nasty, i'll definatly convert some dark angel veterans.
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Old 22-07-2008, 03:22   #8
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Default Re: Space Marine Codex Rumors Mk. III

The image of the sternguard page from the codex I've seen lists them as BS 4 not 5.
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Old 22-07-2008, 03:44   #9
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Default Re: Space Marine Codex Rumors Mk. III

Too bad the sternguard are 25/26 points....
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Old 22-07-2008, 04:31   #10
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by MrPickles View Post
Too bad the sternguard are 25/26 points....
Seriously, Pedro Kantor armies with full 3 ten man Sternguard squads, will not be all that common cause thats all you'd get to field. One squad of ten 250 + any weapon upgrade 5 to 10 points a piece for all ten models and we're up to 350 pts for a single squad. Throw in Pedro and you're up to the 1250-1300 range; then again this layout is a bit extreme. I also hope there is some sort of restriction on special characters or else we will see the above force combine with Lysander... special ammo thats rerolled to hit, that might make it too common.
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Old 22-07-2008, 04:46   #11
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by aka_mythos View Post
I also hope there is some sort of restriction on special characters or else we will see the above force combine with Lysander... special ammo thats rerolled to hit, that might make it too common.
There is a restriction in that you can only use one of the Chapter Tactics special rules. This means you'd have to choose EITHER the re-rolls, OR the Sternguard as Scoring thing.
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Old 22-07-2008, 04:48   #12
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Default Re: Space Marine Codex Rumors Mk. III

Could you remove the outdated info in the first 4/5's of the opening post so everyone knows what the "final" rumors are?
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Old 22-07-2008, 05:16   #13
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Default Re: Space Marine Codex Rumors Mk. III

I don't see it mentioned, and I didnt follow the other two threads for the reasons they were closed, but is Lysander allowing termies as troops?

And another question, if you look at the Deathknell(sp?) formation in reload, it shows 10 man termie squads, do codex marines still get 10 man units or is this just a mistake?
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Old 22-07-2008, 05:17   #14
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Default Re: Space Marine Codex Rumors Mk. III

The Land Raider is not going to be a three-in-one kit. There will be a 55 dollar, regular land raider, and a 50 dollar Redeemer/Crusader kit. So sayeth the July-October Trade Sales Order Form.

Codex: Space Marines is so huge it's going to cost 25$ instead of 22.

And I'm only seeing the one land speeder kit for 30$, so that'll certainly only be one kit for that with the variants contained in it.

Last edited by SwordJon; 22-07-2008 at 05:19.
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Old 22-07-2008, 05:26   #15
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Default Re: Space Marine Codex Rumors Mk. III

And the all of the new prices from the Order Form are as follows;
Codex - $25
Land Speeder - $30
Drop Pod - $30
Scout Bike - $12
Crusader/Redeemer - $50
Sternguard - $30
Vanguard - $30
Thunderfire Cannon - $35
Scout Sergeant Telion - $12
Sergeant Chronus - $17
Pedro Kantor - $12
Captain Sicarius - $12
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Last edited by kammek; 22-07-2008 at 05:30. Reason: missed something
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Old 22-07-2008, 05:27   #16
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by BrotherCaptainS View Post
Imperial Fist Captain Lysander:
Bolter Drill [grants twin linking to all bolter shots in the SQUAD he joins]
Would that only work for boltguns, or all 'bolter' type weapons? Stormbolters for example.

And honestly, why would you attach Lysander to a power armoured unit?
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Old 22-07-2008, 06:47   #17
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by Iron Father View Post
I don't see it mentioned, and I didnt follow the other two threads for the reasons they were closed, but is Lysander allowing termies as troops?

And another question, if you look at the Deathknell(sp?) formation in reload, it shows 10 man termie squads, do codex marines still get 10 man units or is this just a mistake?
Termies as troops isn't looking very likely, sadly.

BUT there does seem to be a fair amount of confirmation that 10 man termie squads are in, and if they are 10 man, then two heavys are allowed in the squad.
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Old 22-07-2008, 07:12   #18
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by Sephiroth View Post
And honestly, why would you attach Lysander to a power armoured unit?
To twin-link the unit's bolters?
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Old 22-07-2008, 07:15   #19
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Default Re: Space Marine Codex Rumors Mk. III

Originally Posted by The Dude View Post
There is a restriction in that you can only use one of the Chapter Tactics special rules. This means you'd have to choose EITHER the re-rolls, OR the Sternguard as Scoring thing.
Ah but rumour has it that "bolter drill" is just a special rule of Lysander's. His actual "chapter tactics" are to give the army stubborn. Same as Pedro. And thus I don't think that Pedro's vets-scoring ability will be part of his "chapter tactics" either.

Seems to me that you in fact could have three scoring vanguard units just fine, but only the one Lysander is attached to can re-roll stuff.
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Old 22-07-2008, 07:20   #20
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Default Re: Space Marine Codex Rumors Mk. III

Quote View Post
And honestly, why would you attach Lysander to a power armoured unit?
What does he lose?

Also, why not Twin Link a Terminator units storm bolters?
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