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

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1 Space Marine CODEX Update Applies to CODEX Ultramarines, Angels of Death and Space Wolves. Contents Captains 1 Bikes 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 equipped with Terminator Army, and as a result this model will be from the 1 st company. Bikes Biker marines cost 10 points per model and up to two models in a squad may replace the twin bolter combi-weapons with a melta-gun (+5 points) or a Mk1 plasma gun (+5 points). Alternatively these weapons can be carried by hand at the normal points cost, if a flamer is used in this way, treat the front 90 degree arc of the bike as blind for the purposes of choosing a target. 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: 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

2 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; SLOW8 COMBAT 18 FAST 25 TYPE Tracked HIT LOCATIONS D6 1 Track Front armour: 15 Side/rear: Hull Front armour: 20 Side/rear: Turret* *On a 4-6 hit gunner instead Front armour: 22 Side/rear: 15 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.

3 Space Marine Chapters Updated lists for previously Vanilla Space Marines Chapters. These lists are to be used in conjunction with CODEX Ultramarines. Blood Angels Black Templars White Scars Grey Knights

4 Blood Angels 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. 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.

5 Black Templars Fighting the holy war, the Black Templars use the standard CODEX list with the following changes; 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. 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 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 The Black Templar s cannot use Grey Knights, the Inquisition views them with the Word Bearers past actions in mind 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.

6 White Scars White Scars use the standard Codex list with the following changes; Characters As normal with the exception of a Terminator Captain which is removed from the list Squads White Scars armies cannot include more squads of other types than there are bike squads in the army. For example if you had two bike squads then you could also take a tactical and assault squad Replace the Veteran Tactical entry with Veteran Bike Squadron. These are Bikers that cost 53 points each and have the Veteran profile but have the options open to normal Bike Squadrons. You cannot have more Veteran Bikers than there are Standard Bikers in the army. White Scars Bikers and Veteran Bikers add +1 to the roll when making a skid turn however a roll of a 1 still stands as the worst result! Any White Scars Bikers and Veteran Bikers Squad may be upgraded to have Reinforced Armour, this must be purchased for all models in the unit for +10 points per model. In addition this does not incur the usual movement penalty and effectively makes the Bike Squadron have an armour value of 11. While White scars can choose terminators, their first company is also made up of bike squads. When choosing an entire chapter or making a First Company Army (for a scenario or if you r opponent agrees :s), it is made up of 20 pts worth of the following (2 pts per Terminator squad, 1 pt per Veteran bike squad). 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 Support White Scars armies cannot spend more than 25% of their total army points total on Vehicles which are not Attack Bikes, Rhinos or Land Speeders, you can spend up to 50% on the previously named vehicles as normal however White Scars vehicles other than Attack Bikes and Land Speeders and Dreadnoughts subtract 1 from all armour values on the vehicles down to a minimum of 15. The vehicle has been lightly stripped and adds +1 to its Slow Speed, +2 to Combat and +4 to Fast Speed White Scars may not choose reinforced, ceramite or ablative armour for their vehicles White Scars cannot choose Vindicators Wargear Added to White Scars Assault Weapons list - Power Lance Adds +3 to the models Strength when charging, one use only. Multiple hits have the effect of Kebabing rather than multiple strikes. May be taken by models riding bikes only. 8 points

7 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

8 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 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 WEAPONS Mk1 Plasma Gun, bolt pistol, frag grenades ARMOUR SPECIAL Power Armour (3+ save) & Emperors Halo (5+ unmodified save) 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 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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