Adeptus Astartes: Space Marines 8th Edition

Space Marines Summary as of 08-03-17

There is not much to say, that you don’t already know about the Space Marines. The Space Marines are the poster boys of Games Workshop, though I imagine the original designers would rather have some fantasy army raise that mantle. As it is, the sales of the Space Marines is the equivalent to the entire Age of Sigmar model line. So, it is no wonder Games Workshop continues to use the Space Marines to drive sales. When you drill down, Space Marines are a still a good concept aging very well; though it is the name, Space Marine, itself that gets in the way of many taking the faction seriously.

The Space Marine codexes throughout the ages has never been terrible, Games Workshop has always made some combination playable. In 7th edition, Space Marines were very competitive, with one combination above all others: Battle-Company. The high number of Detachments and Formations also gave many options for players deciding on what Space Marine army fit them. Within the Space Marines each Chapter itself was highly customizable with various ones rising and falling with the meta and on a fluff level the variety made for amazing narratives. The Space Marine model range is pretty much complete plastic, with most units getting periodic updates to sculpts to sell more units.

For 8th edition Games Workshop made a Machiavellian move, bypassing sculpting updates, and introduced a whole new line of Space Marines, the Primaris Marine. Even though Games Workshop says Primaris Marines are not replacing the old range, it is pretty clear from fluff to design that the Primaris Marines will be the standard Space Marine for years to come. As for actual tactical playability the new Space Marine codex looks fairly good, but as of this update they are the first 8th edition codex, and Games Workshop has been notorious for quickly making older codecs obsolete.

The power house units in the Space Marine codex are pretty clear, with Roboute Guilliman drawing the most attention. Other units like Stormravens, Razorbacks, and Sniper Scouts are all pretty powerful. The best part about 8th edition so far is old units finally getting a new leases on life, with Predators, Whirlwinds, and Landraiders being prime examples. Really anything that can take Plasma or Flamer weapons automatically get a seat at the list building table. It is clear though, the key to mastering Space Marines, is the right combination of stratagems and Characters, providing pinpoint force multiples just at the right times to break an opponent.

Below you find quick reference material for building a Space Marine army.

As of 08-03-2017 Space Marines Stratagems groups are…

  • Universal Stratagems
  • Adeptus Astartes Stratagems
  • Chapter Stratagems

(See tabs for details)

As of 08-03-2017 Space Marines Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 08-03-2017 Space Marines Stratagems are…

Orbital Bombardment: 3 CP

Use once per battle, in the Shooting phase, if you have an Adeptus Astartes Warlord that did not move during the Movement phase. Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Chapter Master: 3 CP

Use before the battle. Select an Adeptus Astartes Captain in your army. Replace the model’s Captain keyword with Chapter Master and replace his Rites of Battle with the following ability: You can re-roll any failed hit rolls for friendly <Chapter> units within 6″ of this Model. This Stratagem can only be used once and your army cannot include Chapter MAsters from the same Chapter.

Honour The Chapter: 3 CP

Use at the end of the Fight Phase. Select an Adeptus Astartes Infantry or Adeptus Astartes Biker unit, that unit can immediately fight for a second time.

Relics of the Chapter: 1/3 CP

Use before the battle. Your army can have one extra Chapter Relic for 1 CP, or two extra Chapter Relics for 3 CPs. All the Chapter Relics that you include must be different and be given to different Space Marine Characters.

Auspex Scan: 2 CP

Use immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Adeptus Astartes Infantry units. Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.

Only in Death Does Duty End: 2 CP

Use when an Adeptus Astartes Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cummulative with the Astartes Banner ability the Stratagem takes precedence.

Tremor Shells: 1 CP

Use when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during the next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on Titanic units or units that can Fly.

Death to the Traitors!: 1 CP

Use when an Adeptus Astartes unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Wisdom of the Ancients: 1 CP

Use at the start of any phase. Select a friendly Chapter Adeptus Astartes Dreadnought. Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.

Armour of Contempt: 1 CP

Use when an Adeptus Astartes Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model forthe rest of the phase: on a 5+,that mortal wound is ignored and has no effect.

Flakk Missile: 1 CP

Use just before a friendly Adeptus Astartes Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.

Tactical Flexibility: 1 CP

Use at the start of any of your Movement phases. Select a frendly Adeptus Astartes unit with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models.

Linebreaker Bombardment: 1 CP

Use in your Shooting phase if a Vindicator is within 6″ of 2 other friendly Chapter Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.

Killshot: 1 CP

Use in your Shooting phase if a Predator is within 6″ of 2 other friendly Predators. IF you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.

Cluster Mines: 1 CP

Use when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.

Masterful Marksmanship: 1 CP

Use when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.

Empyric Channeling: 1 CP

Use at the start of Psychic phase if an Adeptus Astartes Psyker is within 6″ of at least 2 other friendly Chapter Psykers. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.

Datalink Telemetry: 1 CP

Use in the Shooting phase just before the Whirlwind shoots. If that target of the shooting attacks are visible to a friendly Chapter Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.

Hellfire Shells: 1 CP

Use this just before an Adeptus Astartes Infantry model attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.

As of 08-03-2017 Chapter Specific Stratagems are…

 

 

Scions of Guilliman: 1 CP 

Use when an Ultramarines Infantry or Ultramarines Biker unit is sleceted to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase. Tactical or Intercessor Squad re-roll all failed hit rolls instead.

Bolter Drill: 1 CP 

Use before an Imperial Fist Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. A bolt weapon is any weapon profile whose name includes the word “bolt”. Pedro Kantor’s Dorn’s Arrow also counts.

Machine Empathy: 1 CP

Just before an Iron Hands Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.

Flamecraft: 1 CP

Use just before a Salamanders unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s flamer weapons. A flame weapon is any weapon profile whose name includes the word “flame”. Vulkan He’stan’s Gauntlet of the Forge is also counts.

Born in the Saddle: 1 CP

Use when a White Scars Biker unit Advances. That unit can still shoot and charge this turn.

Strike from the Shadows: 1 CP

When setting up a Raven Guard Infantry unit during deployment, you can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn set the unit up anywhere on the battlefield that is more than 9″ away from any enemy models.

Abhor the Witch: 1 CP

When an enemy Psyker manifests a psychic power within 24″ of a friendly Black Templar unit. Roll a D6: on a 4+ that psychic power is resisted by the sheer willpower of your unit and its effects are negated.

 

As of 08-03-2017 Space Marines Unique Item groups are…

  • Chapter Relics
  • Chapter Specific Relics

(See tabs for details)

If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Armour Indomitus

The wearer of the Armour Indomitus has a Save of 2+. Once per battle, before making a saving throw, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.

The Shield Eternal

Model with a storm shield o combat shield only. Replace model’s storm shield or combat shield. This relic grants the bearer 3+ invulnerable save, and any damage they suffer is halved rounded up.

Standard of the Emperor Ascendant

Company Ancient, Chapter Ancient or Primaris Ancient only. Add 1 to the dice roll made to see if friendly chapter models within 6″ of the bearer Standard of the Emperor Ascendant can summon the strength to make one final attack when slain. In addition, whilst within 6″ of the bearer, friendly Adeptus Astartes models automatically pass Morale tests whilst enemy units must subtract 1 from their Leadership characteristic.

Teeth of Terra:

Models with a chainsword only. Replace the bearer’s chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights it can make D3 additional attacks with this weapon. The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.

The Primarch’s Wrath

Models with a boltgun or master-crafted boltgun only. Replace the bearer’s boltgun or master-crafted boltgun with the following profile: Range 24″, Type Rapid Fire 2, S5, AP-1, D2.

The Burning Blade

Models with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range Melee, Type Melee, S+2, AP-5, D1.

Tome of Malcador

Psyker only. The bearer knows one additional psychic power from the Librarius discipline.

If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Salamander’s Mantle

Salamanders model only. The bearer increase their Toughness characteristic by 1.

The Axe of Medusa

Iron Hands model with a power axe only. Replace the bearer’s power axe with the following profile: Range: Melee, Type: Melee S+2, AP-3, D2

Raven’s Fury

Raven Guard Jump Pack model only. The bearer can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.

Mantle of the Stormseer

White Scars Psyker only. The bearer adds 1 to their Psychic test when attempting to manifest the Smite power.

The Fist of Vengeance

Crimson Fists model with a power fist only. Replace the power fist with the following profile: Range: Melee, Type: Melee Sx2, AP-3, D3.

The Sanctic Halo

Ultramarines Captain only. The bearer has 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.

The Crusader’s Helm

Black Templars model only. The bearer increases the range of any aura abilities on its datasheet by 3″

The Fist of Vengeance

Imperial Fists model with a bolt pistol only. Replace the bearer’s bolt pistol with the following profile: Range: 12″, Type: Pistol 2, S4, AP-1, D2

As of 08-03-2017 Space Marines Warlord Trait groups are…

  • Universal Warlord Traits
  • Adeptus Astartes Warlord Traits
  • Chapter Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.

Angel of Death:

Subtract 1 from the Leadership characteristic of enemy units that are within 6″of your Warlord

The Imperium’s Sword:

Re-roll failed charge rolls for your Warlord. In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.

Iron Resolve: 

Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6 your Warlord does not lose the wound.

Storm of Fire:

Each time you roll wound roll of 6 or more for a friendly chapter unit within 6″ of the Warlord in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1

Rites of War:

Friendly Chapter units within 6″ of your Warlord automatically pass Morale tests.

Champion of Humanity: 

You can add 1 to all hit and wound rolls made for this Warlord in the Fight phase when targeting enemy Characters.

You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Chapter.

Ultramarines: Adept of the Codex

Whilst your Warlord is alive, roll a dice each time you spend a Command Point to use on a Stratagem; on 5+ that CP is immediately refunded.

White Scars: Deadly Hunter

Roll a dice each time your Warlord finishes a charge move within 1″ of an enemy unit; on 4+ that unit suffers a mortal wound.

Imperial Fists: Architect of War

Friendly Imperial Fists units within 6 of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP value of -1

Crimson Fists: Tenacious Opponent

If there are at least 10 enemy models within 6″ of your Warlord when he fights in the Fight phase, add D3 to his Attacks unit the end of the phase.

Black Templars: Oathkeepers

Your Warlord can perform a Heroic Intervention if the enemy are within 6″ and can move up to 6″ when doing so.

Salamanders: Anvil of Strength

Add 1 to the Strength characteristic of your Warlord

Raven Guard: Silent Stalker

Enemy units cannot fire overwatch at your Warlord

Iron Hands: Merciless Logic

Each time you roll a hit roll 6+ for your Warlord, make one extra attack at the same target using the same weapon, bonus attacks don’t generate further attacks.

Codex Adeptus Astartes: Space Marine 8th edition was released on 07-29-17

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