The light is at the end of the tunnel, the final part of the Space Marine codex review is here! If you missed the previous part here it is: Codex Review: Space Marines - Heavy Support

Marneus Calgar

Big old poppa smurf has taken a 25 point increase in the new codex, though did gain artificer armour as standard instead of the common power armour.

The god of war rule works the same as previously, though in addition lets you use an Ultramarine combat doctrine twice.

Titanic might has been nerfed and only allows re-roll to pen rolls against vehicles. Previously worked to re-roll to wound for shooting and close combat.

Terminator armour option got a boost as allows sweeping advances; I think this is the only terminator armour in the game which can do this. Calgar is I5 so will be catching some rascally devils.

Can roll on the warlord table three times and then pick a single trait, you re-roll any duplicates. This isn't too bad as it gives a variety of choice, though it is still random.

Can take three units of Honour Guard - multiple Drop Pods coming down packed with Honour Guard anyone?

Summary

Calgar is a little more survivable thanks to the inclusion of a 2+ armour save as standard, you can get the terminator armour which includes a teleporter homer, though I cannot see many people getting this. I wouldn't be surprised to see Calgar drop in with a unit of Sternguard and then split off and destroy camping vehicles and small units.

The points increase is quite a bit though for an already expensive character. I can't see Calgar getting more air time than previously, but at least doesn't present some options using the 2+ armour save out the box.

Rating: 6.5/10

Captain Sicarius

Old Sicarius has taken a 15 point decrease though his profile remains the same. There's also other changes in store for Sicarius:

Surprise attack has changed and now gives +1 to reserve rolls - this is something Marines really lacked in the previous codex. Plus the re-roll to seize wasn't that awesome.

Rites of battle and battle-forged heroes remain the same; having some Devastators with tank hunter armour with missiles would be nice. The funky coup de grace' blade still has the instagib on a 6+ to wound too, it's not super awesome and it's a little gimmick.

Can get furious charge once thanks to warlord trait, will be handy if supported with the right unit such as Assault Terminators.

Summary

Sicarius has taken a much needed points decrease, but is still pretty poor for what you get. Other named characters are a lot better for roughly about the same points cost. Like previously, I can't see Sicarius being used all that often.

Rating: 5/10

Chief Librarian Tigurius

Old Tiggy has increased by a single wound and dropped much points; 65 points!.

The super Librarian can still re-roll reserves, but only from same attachment. I think this is a fair balance.

Tigurius is the ultimate psyker know it all and can generate powers from all psyker tables. Lets not forget that Tigurius is a mastery level 3 psyker. A good helping of psychic screech and two powers on divination would make Tigurius worth his points - throw this guy with some Sternguard and have them re-roll to hit and have ignore cover using those vengeance rounds.

The psychic hood got changed and allows to re-roll failed psychic tests, as Tigurius LD10 psyker failed psyker tests after re-rolls should be mostly none existence.

Tigurius' force weapon got pimped as it gives +2 strength and has the soul blaze rule. It still counts as a staff so is AP4, which is ok for mushing up xeno characters etc and has the concussive rule.

Summary

Tiggy is the named character which has under gone the most changes and is now a rightly costed psyker pimp daddy. I can see why Librarians got nerfed to mastery level 2 and that's because GW probably want you to take this guy.

Tigurius would work really well with a shooting unit which can benefit from prescience and are also anti infantry i.e Sternguard. A good power from biomancy or another roll on divination can help Tiggy to pimp units or make himself a bad ass. There's also other cool powers which are extremely useful such as puppter master.

Rating: 9/10

Chaplain Cassius

Super Chaplain remains the same as before, but has taken a 5 points increase. I guess this pays for chapter tactics and the newly added preferred enemy: Tyranids.

Cassius has taken a small nerf and has lost master crafted on the flamer part of the combi. Previously the master crafted effect the entire weapon.

Cassius' warlord trait uses the fear rule. At first glance this seems handy, but against anything which would be effected by fear i.e xenos, guardsmen etc then a Space Marine close combat unit mostly hits on a 3+ anyway. I guess it would be handy against those pesky Eldar!

Summary

Cassius still remains a choice HQ and even though has taken a points increase I do not think that is anything to grumble about. You are now paying an extra 40 points over a standard Chaplain just to get T6 and of course pref enemy: Tyranids is situational.

Rating: 6.5/10

Telion

Same old with Telion, nothing has changed for the lord of scouts.

Summary

Not too bad for precision shots with a high ballistic skill or helping that special weapon hit, though 50 points for those abilities is quite a bit.

Rating: 5.5/10

Chronus

Points for Chronus have taken a sharp drop and decreased by 20. The points drop adds a little more goodness as the other change I can see of is Chronus gives tanks the it will not die rule.

Chronus will now also auto bail out if a tank is destroyed.

Summary

Chronus costs 50 points and you get it will not die, BS5 and the ability to ignore crew shaken and crew stunned. When you consider extra armour costs 10 points the additional 40 points isn't a too bad cost. Maybe throw Chronus into a Predator?

Rating: 6/10

Pedro Kantor

Pedro has taken a 10 points increased in the new codex, though I do not think you can complain as he has gained an extra attack and gives preferred enemy: Orks to the entire detachment.

You can still make Sternguard scoring, so those who have Sternguard armies you won't be disappointed.

Summary

Pretty much the same Pedro we all know and love. I am glad to see that Sternguard forces do not get messed about with. The pref enemy: Orks is a nice bonus, though of course it is situational, but fits with the fluff nicely. The extra bonus attack is nice too.

Rating: 7/10

Captain Lysander

The old beat stick Lysander has taken a massive points increase and has shot up 30 points!

Lysander still keeps bolter drill in a way as Imperial Fists chapter tactics have it in addition Devs and Cents have tank hunter and +1 to buildings. That's a nice bonus, but a plain IF army can get this without having to take Lysander.

Lysander lost the stubborn ability and gained re-roll morale and pinning tests for units within 12" - this is catch 22 as previously units wouldn't take modified morale tests and this was army wide while the bubble will only affect X units.

Summary

Lysander is still a tough cookie but I think an over priced cookie. Lysander only gives the Imperial Fist chapter tactics and you can take them for free anyway. The only bonus Lysander brings is the re-roll morale and pinning tests, which is nice, but stubborn is beat for morale tests in certain situations i.e close combat.

Rating: 6/10

Shadow Captain Shrike

Shrike has taken a nice 10 points drop in this edition of the codex and of course gets the Raven Guard chapter tactics.

Shrike has had some changes and has now gained stealth. It is worth noting that Raven Guard chapter tactics give stealth anyway, but only for the first turn. Shrike can can only join jump units before deployment - if you have no jump units then he is going to be on his tod.

Unfortunately Shrike has lost the fleet rule so not fleeting Terminators for you!

Shrike's warlord trait is the same as Cassius' (unit causes fear), which would be useful against xeno races and weaker troops.

Summary

Like some of the other characters, I can't see a huge lot what Shrike brings to an army. Ok he has stealth and infiltrate, but Raven Guard get stealth (first turn only) and scout anyway. Shrike also has fear, but that's not a huge game changer.

Rating: 5.5/10

Vulkan He'Stan

Vulkan remains the same before, but has had a slight nerf as doesn't master craft hammers no more :(

Summary

Vulkan was one of my fav HQ units in the previous codex though now has gone down a few pegs. You do not need Vulkan to get the master crafted flamers as Salamanders chapter tactics do that (along with re-roll failed saves from flamer weapons). The only benefit Vulkan gives is master crafted meltas and consider the meta is hybrid lists, I do not think Vulkan is worth the 190 points just to master craft a few meltas and whoop some ass in close combat.

Rating: 6.5/10

Kor'Sarro Khan

The dark millennium Genghis wannabe has taken a massive points reduction.

Khan has lost hit and run as a model rule, though doesn't matter as White Scars chapter tactics give it back and this effects the entire army instead of just Khan.

Also lost outflank army ability though everything has scout - white Ravenwing! In the long term this doesn't matter as the scout rule still allows you to outflank and now White Scars can scout too.

Moondrakken has taken a massive points reduction, though has lost the fleet ability, but does D3 hammer of wrath instead.

Summary

Khan is perhaps the best named character in the Space Marine book and has undertaken some cracking changes. I have heard people say White Scar armies are better than Ravenwing, and I am going to have to agree as the entire White Scars army practically gets skilled rider and +1 hammer of wrath attacks. I can see White Scar armies being popular, those relentless grav guns will be the range! To cut a long story short Khan basically gives the entire army the scout ability.

Rating: 7/10

High Marshal Helbrecht

I have never played Black Templars in my life and I think only played against them twice, I haven't got the BT codex either so I can't say what has or hasn't changed.

Helbrecht is a typical captain profile though comes with artificer armour. He can give all Black Templars hatred and fleet once per game.

His Sword gives D3 bonus attacks when charging and is master crafted and has a reasonable AP3.

Unfortunately there's no mention of losing a hand to the Necron Stormlord in the fluff, but punks Daemon Princes with pocket knife!

Summary

Helbrecht looks a little on the gimmick side. The hatred and fleet is nice for foot Black Templars units, but unfortunately it is a single use. I think 180 points for a extra choppy sword which can re-roll once and having the abilities mentioned is a little pricey.

Rating: 5.5/10

Chaplain Grimaldus

Grimaldus is a typical Chaplain though has +1 wound and attack.

Grimmy is armed with a master crafted plasma pistol. His zealot rule has 6" bubble, which is great for foot Black Templar lists or Land Raider Crusader spam as units can pour out and unleash the pain using the Land Raider to make the bubble bigger.

Grimmy can take some Servitors, models within 6" of a Servitor has a 6+ inv. For 30 points for a unit of three isn't bad, but they are just Servitors and are only five strong at the max.

Summary

I really do like Grimmy as the 6" zealot bubble is sweet, but damn this guy is seriously expensive - nearly 200 points! I think to get the most out of Grimmy you really need to throw him in a tank as this gives protection and increases the bubble size.

The Servitors are ok for the points cost and that little bonus is ok, but I can't see anyone really taking them.

Rating: 6.5/10

Emperor's Champion

The EC is an expensive two wound model, took a big increase, I believe was 100 points previously.

The EC is a mix of a CSM Champion and GK Brother Champion; must accept challenges and pick a combat stance. One stance will give +2 strength, unwieldly and make the weapon two handed while the other stand causes 6+ to wound cause instant death. Sword is AP2 master crafted so it does have some bite to it.

Summary

The Emperor's Champion is a little expensive for what he can do. Not exactly a close combat machine and even with a 4+ inv and 2+ armour save the EC doesn't have longevity thanks to only having two wounds. Unless I have overlooked something then I would probably leave this guy at home.

Rating: 5/10

Final Thoughts

Like majority of special characters the Space Marine characters seem more of a gimmick and only add a few buffs to an army.

Calgar is pretty expensive for what you get, you're talking flying daemon points and I would rather have one of them if I am honest.

Sicarius is still questionable, but at least has taken some points drops. Telion is also questionable as is Chronus, but Chronus isn't too bad.

Cassius is ok, but thanks to the points drop of the Chaplain you're not really getting a huge lot more for that points difference.

Tigurius is the best UM character of the bunch. I can see Tiggy being included in a lot of armies.

Pedro, Vulkan and Shrike are ok and that's about it.

Poor Lysander has dropped a few pegs. I don't think we will see Lysander all that much these days because of the increase in points.

The Black Templar characters are all very pricey, though Grimmy is probably the best out the bunch.

Khan is a sweet HQ and rightly costed. Expect to see plenty of White Scar armies on the table near you.

How are you finding the Space Marine characters? Good or bad?