Space Marine 9th Edition Codex Leak Compilation
Time for another leak and rumor compilation, this time we have Warhammer 40k Adeptus Astartes: Space Marines 9th edition codex, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Adeptus Astartes: Space Marines 9th edition codex. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!
Check back everyday as new leaks and rumors for Warhammer 40k Adeptus Astartes: Space Marines 9th edition codex will be added, without notification.
Pre-orders: October 3rd 2020 Release Date: October 10th 2020
- Space Marine 9th edition codex: $50
- Chaplain on Bike: $45
- ATV: $40
- Turret: $35
- Dice: $35
Codex is out catch up with all the rules at the 9th edition Space Marine Compendium
9th Edition Space Marine Compendium
Warhammer Community Sneak Peeks
The notion of upgrading your Characters into the various heads of their order within the Chapter was first introduced in Psychic Awakening: Faith & Fury. Elevating your Characters to Masters of the Chapter used to come at a cost in Command points via the use of specific Stratagems. However, in the new codex, you promote your Characters to the most senior ranks by investing additional points or Power for the privilege instead.
This method not only saves you from having to invest valuable Command points before the battle, but also serves as a great way to top up your army list if you find yourself a bit short. In fact, assuming you’re willing to spend the points or Power, you can even form a war council of the Chapter Master and his most senior commanders – how cool is that?!
Of course, upgrading your Characters in this manner does more than simply give them a fancy keyword. With each title comes a new ability, ensuring that their battlefield presence is enhanced to a level worthy of their rank. The Chapter Champion certainly lives up to his status, gaining no fewer than three new abilities that ensure he’s a real force to be reckoned with.
Enemy Characters beware – you don’t become the champion of an entire Chapter without being one of its most skilled duellists!
Each Master of the Chapter also has access to a Warlord Trait and Relic that are exclusive to their rank. If, for example, you like fielding Dreadnoughts in large numbers, never leave your home world without a Master of the Forge to lead them – not only is he skilled at patching up any damage, his Warlord Trait makes them even more devastating in his presence.
With the stunning new Primaris Techmarine coming soon, you’ll have the perfect candidate for a Master of the Forge, too!
Leading the Crusade
There’s one other cool feature in the new codex’s Crusade rules that we kept secret in yesterday’s article – there’s a special Requisition that enables you to promote your Crusade Characters to members of the Chapter Command! Check this out.
Now the onus is on your Crusade Characters to go forth and perform deeds worthy of promotion to such lofty ranks!
The Rule of One
It may seem obvious, but it’s worth a quick reminder that a Chapter can only have one of each Master of the Chapter. As such, only one Character can be upgraded in this manner. Similarly, if your army already includes a named Character who is a Master of the Chapter, you cannot promote another. That’s not to say that your army couldn’t include a historical Chapter Master of the Ultramarines, for example, but certainly not at the same time as Marneus Calgar! Having said that, ‘what ifs’ are one of the cornerstones of the hobby, so if Marneus Calgar isn’t present, you could totally have another Ultramarines Chapter Master battling alongside Chief Librarian Tigurius!
The biggest and best-ever edition of Codex: Space Marines is up for pre-order this weekend, and over the coming days, we’ll be taking a peek inside its covers to showcase some of its most exciting features. Today, we’re looking at the Chapter Tactics for the First Founding Chapters and their most famed successors, and how you can even choose your own Successor Tactics using the new books
First and Foremost
For the first time, the new codex includes Chapter Tactics for all nine loyalist First Founding Chapters, as well as the Deathwatch and those successors whose renown almost rivals that of their parent Chapter:
Even though the names may be familiar to many of you, some of the Chapter Tactics have undergone subtle changes that really help to hit home the character, attitude and fighting methods of the Chapter. Take the Space Wolves, for example, whose hunger for glory and ferocity on the counter-attack are legend. The new Chapter Tactic means that now it’s not just their Characters who can make Heroic Interventions, but ALL of their eligible units!
Meanwhile, the Blood Angels are notorious for their barely-controlled bloodlust, but it’s not just about their killing fury when in combat – they’re also chomping at the bit to get there in the first place!
The Dark Angels may be a secretive bunch, but one thing they never hide is their stoic determination in battle and martial prowess when their feet are planted.
Pick ‘n’ Mix
That’s not all – if you’ve created your own Space Marines Chapter, you’ll be pleased to know the new codex includes full rules for creating your own Successor Tactics, too. All you need to do is pick the two Successor Tactics that best identify the character or play style you have in mind from those listed, and boom – instant Chapter Tactics! Here are a few examples:
If you like purging heretics from afar, try this combo…
…Or if you prefer a more ‘hands-on’ approach…
With 19 Successor Tactics to choose from, you’ll be able to pick the perfect combination to suit your needs!
In last weekend’s epic preview, The Codex Show, we showed you a few brand-new datasheets that feature in the upcoming books, one being that of the Heavy Intercessors. Some of you eagle-eyed readers out there noticed the introduction of a new keyword – Core – and we wanted to take this opportunity to tell you a bit more about it and the impact it will have on the future of Warhammer 40,000.
Core Units
The Core keyword is used to identify units that form the fighting… well, core, of an army. These are most commonly represented by units of line infantry, though this doesn’t mean it’s exclusive to Troops, nor just Infantry.
In the case of the first two books, Codex: Space Marines and Codex: Necrons many Elite units such as Terminator Squads and Lychguard, as well as Fast Attack units like Bike Squads and Tomb Blades, have the Core keyword. Even some Vehicles will be Core units too, where appropriate.
But what does it mean to be a Core unit?
Aura Abilities
Moving forwards, many of the most powerful aura abilities will only affect Core units from a Character’s (sub-)faction. This represents a more realistic form of in-situ command, with Characters acting like they’re supposed to from a narrative perspective. After all, a Space Marine Captain should be issuing orders and inspiring units of his battle-brothers on the front line, not babysitting a squadron of Repulsor Executioners at the back of the battlefield!
As an example, let’s take a look at the updated Rites of Battle aura ability shared by all varieties of Space Marines Captain.
A crucial side-effect of this change is that Characters themselves won’t be affected by aura abilities that utilise the Core keyword – they’re supposed to be commanding others, not inspiring themselves to do better! In the example shown above, the Space Marine Captain won’t be able to re-roll his hit rolls of 1 and will instead have to rely on his own merit to strike home. To be fair, he’ll usually hit on a 2+ anyway!
Nor will the aforementioned Captain be affected by a Lieutenant’s Tactical Precision aura ability – a Captain has been there, seen it, and done it all, which is why he’s in charge and has such an amazing profile in the first place! However – and very much as intended – a nearby Core unit of Space Marines will be significantly more effective when in the presence of their Captain and/or a Lieutenant, just as they should be.
As mentioned earlier, these changes to aura abilities and the introduction of Core units will be rolled out with each new codex, starting with those of the Space Marines and Necrons.
Flame Weapons
Flamers are ubiquitous weapons for many factions due to their simple construction and ease of use – after all, you literally can’t miss! With an increase to the maximum range, flamer-wielding units that can reach the heart of the battle, or arrive from Strategic Reserves, will have the ability to torch their enemies on the same turn they appear!
Of course, flamers also serve as popular auxiliary attachments for combi-weapons, and they get a boost to their range too. Any unit that can field multiple combi-flamers will soon be able to make their fiery presence felt from a greater distance, even if they teleported or otherwise appeared directly into the fray. What’s more, it also conveniently matches the boltgun’s half-range for some additional rapid-fire death!
Hand flamers may be smaller in design, but will still spew forth a wall of fire when the trigger is pulled! As such, even hand flamers will be receiving an improved range. We suspect that the subtle influence of a Genestealer Cult may have been involved, as hand flamer-toting squads of Acolytes will certainty be effective when emerging from Cult Ambush!
Winners:
Finally, the heavy flamer will also be launching its fiery payload further than ever before, making units that are armed with multiple such weapons more formidable (and perfect candidates for the Overwatch Stratagem). This also means that a Baal Predator’s heavy flamers and flamestorm cannon now share the same range for some red-hot barbecue action!
Melta Weapons
Two tank-busting (or, more specifically, tank-melting) stalwarts of the Imperial arsenal are also due for a boost – this time in hitting power. First up is the multi-melta, which we previewed in The Codex Show. In addition to firing an additional shot (it does have two barrels, after all), the multi-melta’s modified ability makes for a more consistent damage output at close range – and it can even inflict up to 8 wounds!
The new ability applies to combi-meltas, meltaguns, and inferno pistols too, so if your units favour bringing down monstrous beasts or armoured behemoths at close range, you’re in for a treat.
Heavy Bolters
These weapons don’t mess around, as they fire fist-sized, high explosive, armour-piercing ammunition. The destructive power of these upscaled boltgun rounds is about to be fully represented with an improved Damage characteristic.
Hunter-killer Missiles
These one-shot missile launchers are common upgrades on vehicles across the Imperium, from APCs to front-line battle tanks. Rather than matching the profile of a krak missile, like before, hunter-killers are getting a significant boost in Strength to help them truly live up to their name.
Melee Weapons
The new Assault Intercessors datasheet introduced the notion of Astartes chainswords, which featured a beefed-up profile of AP -1. The oversized chainblades carried by the Adeptus Astartes are considerably larger, broader, and heavier than those designed to be wielded by a human, so it’s only right that they make more of a destructive impact. As such, all Adeptus Astartes and Heretic Astartes chainswords will benefit from the new profile accordingly.
Thanks to the potent energy field running the length of their blades, power weapons are especially effective at cutting down armoured opponents. Yet they do more than shear through armour – they carve through muscle and bone with equal impunity! As such, power swords, power axes, and power mauls are receiving a Strength bonus to emphasise this devastating effect.
Storm Shields
It’s an easy thing to die on the battlefields of the 41st Millennium, so if you want to stay alive a little longer, bring a storm shield with you! Rather than a 3+ invulnerable save, all storm shields will instead offer a 4+ invulnerable save as well as a buff to the bearer’s armour. After all, it only makes sense that heavily armoured Terminators carrying storm shields should be all but impervious to incoming fire compared to their power-armoured battle-brothers. In fact, they’ll effectively start off with a 1+ save (though an unmodified roll of 1 always fails), so you’ll need to hit them with -2 AP to even make a difference!
It will serve as a core book for future codex supplements that will formally reintroduce each Chapter’s bespoke units and Characters (we’ll have more on these later). Existing codex supplements such as that of the Ultramarines are still perfectly compatible with the new book, and we’ll be providing the Blood Angels, Dark Angels, Deathwatch, and Space Wolves with get-you-by rules so you’ll be good to go from the outset.
As with the Codex: Necrons, the new Space Marines book is chock full of awesome supplemental Crusade rules for the Angels of Death. One of our favourite additions is the Requisition Even in Death I Still Serve, which sees a beloved but badly wounded Character from your Order of Battle interred within a Dreadnought’s sarcophagus to continue the fight!
That’s just one of the cool things you can do. There’s even the opportunity for one of your firstborn Characters to brave crossing the Rubicon Primaris, though doing so does not come without risk…
The new codex has also consolidated many of the most popular rules features that first made an appearance in the various Psychic Awakening books. The Chapter Command rules are one such example, meaning you’ll be able to upgrade one of your Chapter’s Chaplains, Librarians, Techmarines, and a variety of other Characters to the head of their order, but at a small cost in Power or points instead of using a Stratagem.
We’ve already shown you some of the brand-new Adeptus Astartes units, but to save you from struggling to identify all 98 units, we’re going to show the rest right now! First up, check out the Captain with Master-crafted Heavy Bolt Rifle – and yes, he’s wearing Mark X Gravis armour!
Wait a minute… a heavy bolt rifle? Yes, indeed! Heavy bolt rifles also happen to be the standard armament of… wait for it… Heavy Intercessors! And they’re called that for a reason – like their Captain, these bad-boys aren’t just heavily armed, they’re heavily armoured too, thanks to their Gravis armour. A Toughness 5 Troops unit with 3 Wounds apiece, anyone?
OK, we’re so excited about these guys that we can’t resist – here’s their full datasheet!
While we’re on Gravis-armoured Space Marines, check out the multipart kit for the melta-toting Eradicators that made their debut in Indomitus.
The kit includes loads more options, such as the ability to swap out their melta rifles for an even harder-hitting heavy version. You’ll even be able to give one Eradicator in the set a multi-melta, complete with its devastating new profile…
That’s right – the tanks of the 41st Millennium are going to be quivering in their tracks! Get wrecked.
The Bladeguard Veterans are also set to be treated to a multipart kit, offering dynamic new poses and the ability to equip the squad’s Sergeant with a neo-volkite pistol.
As of the new codex, Bladeguard Veterans will also be officially picking up the Deathwing/Wolf Guard keywords too, so they’ll seamlessly fit in as members of the fighting elite within the structure of the Dark Angels and Space Wolves Chapters.
A multipart Assault Intercessors kit is also on its way. In addition to more flexible posing options throughout, the squad’s Sergeant can be assembled with a hand flamer or plasma pistol, and can even wield a power sword, power fist, or thunder hammer too!
Last, but by no means least, is one of the coolest Primaris releases so far – the Storm Speeder! This awesome assault craft comes in three patterns, each equipped with a blistering array of heavy weaponry designed to eliminate a particular type of enemy. First up is the anti-infantry specialist, the Storm Speeder Hailstrike.
Armed with an onslaught gatling cannon, two ironhail heavy stubbers, and a pair of fragstorm grenade launchers, it can dish out some serious firepower.
Next up is the anti-armour variant, the Storm Speeder Hammerstrike.
Equipped with tank-busting missiles, grenades, and even a tri-barrelled melta, the Hammerstrike packs a serious punch. Check out the brutal weaponry at its disposal.
Lastly, the Storm Speeder Thunderstrike can also serve in an anti-tank role, though its twin Icarus rocket pods make it an effective dogfighter too, able to hunt down enemy aircraft with unerring accuracy.
Hungry for more? Stick around, refresh your browser, we’ll have more reveals shortly.
Invader ATV
Combat bikes are great, but sometimes you’ve gotta bring the big guns along for the ride.
Invaders can go anywhere your Outriders can go, and you can arm them with either an onslaught gatling cannon or a multi-melta to lay down some serious supporting firepower in a hurry. Talking of big guns…
Firestrike Servo-turret
Lock down the battlefield with heavy weapon platforms fit for Primaris Space Marines.
Mounting either a twin accelerator autocannon or twin las-talon, and crewed by one of the Emperor’s finest, your enemies will think twice about taking on a Firestrike Servo-turret. Hold the line while the more mobile elements of your army leap into the fray
Planning Permission Authorised…
While we’re discussing Fortifications, we couldn’t resist showing you a few highlights from the datasheets of the upcoming units for the Space Marines and Necrons! First up the Hammerfall Bunker…
Not only does it look incredible, but it’s tougher than grox-hide boots and armed to the teeth. Those side guns can be either heavy bolters or heavy flamers and the main weapon is a Hammerfall missile launcher, and in a move that will delight old-school fans, it comes armed with superfrag and superkrak missiles. Check them out!
Of course, the Space Marines aren’t getting things all their own way – the Necrons have some Fortifications too, in the elaborately named Convergence of Dominion. If the Hammerfall Bunker is straightforward and brutal, the Convergence of Dominion is esoteric and deadly. Ancient guardian stones, these remnants from the Necrons’ ancient empire have begun to awaken, with deadly effect. We showed you the profiles for its suped-up (in fact, ‘superfrag’ or ‘superkrak’ no less) missile launcher already, but you’ll surely have noticed all the guns sprouting from it in every direction. These rapid-deployment bastions are the ultimate area-denial assets, as their automated guns blaze away at EVERY ENEMY UNIT WITHIN RANGE. Approach this murder-bunker of doom at your peril!
Primaris Techmarine
Your prayers to the Omnissiah have been answered! One of the most requested units for Space Marines, the Primaris Techmarine is on his way to repair your tanks and tear your foes limb from limb!
With the steadily growing crop of new wargear coming from Belisarius Cawl’s brilliant mind, Techmarines required a bit of extra training. Now, they’ve passed their final exams and they’re ready to join their brothers in arms.
Primaris Chaplain on Bike
You know what would go great with those Outriders? A Chaplain that can keep up with them and be heard over the roar of the engines.
With all the fiery zeal of their foot-slogging counterparts, these warriors exhort nearby battle-brothers to heightened acts of valour and martial prowess. And they look great doing it.
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