Space Marine 9th Edition Codex Leak Compilation

Sep 15, 2020

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 10th 2020 Release Date: October 17th 2020 

  • Space Marine 9th edition codex: $40
  • Heavy Intercessor Squad: $60
  • Storm Speeder Hailstrike: $75
  • Bladeguard Veterans: $60
  • Assault Intercessors: $60

New Chapter Tactics

  • Dark Angels: 1) +1 to hit if the unit did not move in this turn and 2) something about Combat Attrition, probably auto-pass.
  • White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move.
  • Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or heroically intervened and 2) units with this tactic can heroically intervene as if they were characters.
  • Imperial Fists: 1) ignore Light Cover and 2) 1 additional hits with unmodified 6s with bolt weapons.
  • Crimson Fists: 1) +1 to hit when the target unit contains 5+ more models than this unit (VEHICLE counts as 5) and 2) 1 additional hit with unmodified 6s with bolt weapons.
  • Black Templars: 1) re-roll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds.
  • Blood Angels: 1) +1 to wound when charging, charged or heroically intervening and 2) +1? to Advance and Charge rolls.
  • Flesh Tearers: 1) +1 to wound when charging, charged or heroically intervening and 2) -1 AP on unmodified wound rolls of 6.
  • Iron Hands: 1) 6+ feel no pain and 2) double wounds on the damage chart.
  • Ultramarines: 1) +1 Leadership and 2) can shoot in a turn during which it Falls Back, but at -1 to hit.
  • Salamanders:1) you can re-roll one wound roll when resolving that unit’s attack and 2) each time an attack with an AP characteristic of -1 is allocated…treat as 0 instead.
  • Raven Guard: 1) count as being in Light Cover if the attacker is more than 18? away and 2) INFANTRY only count as being in Dense Cover if the attacker is more than 12? away.
  • Deathwatch: 1) each time a model with this tactic makes a melee attack against TYRANID, AELDARI, ORK, NECRONS or TAU, re-roll a hit roll of 1 and 2) after both sides have finished deploying their armies, select one battlefield role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that battlefield role, re-roll a wound roll of 1.

Random Rules

Rules from New Kit Boxes

Warhammer Community Sneak Peeks

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…

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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