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Morphing Obliterator





Derry

I hope we get a new transfer sheet.

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Foxy Wildborne







Can someone please copy/paste that stuff from Heresy Online? NOD32 does not like that webpage and I don't know how to get around it...

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40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
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Boosting Black Templar Biker





 Ferrum_Sanguinis wrote:
 tvih wrote:

Actually, the assault variants are potentially pretty goddamn sick (2 base + 1 apparently from two specialist weapons = 3 attacks at S9 AP2 at I4). Doesn't make 'em any less silly-looking, though. And one can hope the two arms only count as a single weapon so it's only the 2 base attacks, but seems like a slim hope.

But as I've said, they have slow and purposeful, have no ++ save, and can't be deepstriked. That means you NEED a Land Raider for them to be of any use, which means for the whole unit + LR, you're looking at 440 points minimum! You might as well just take Hammernators.

The hammernators greatly benefit from a LR too. Otherwise they'll just get shot before getting where they were going or get a mishap teleporting in, even if they might survive getting shot at afterwards. Which isn't a given considering the mad amount of AP2 some armies can put out these days. Of course it's not a given the LR will survive either. But the overall point is the assault centurions can be damn brutal once they get into combat.

Armies:
Primary: Black Templars Crimson Fists Orks
Allied: Sisters of Battle Imperial Guard 
   
Made in au
Liche Priest Hierophant







Hammernators have a 3++, making it easy for them to survive.
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

Going with a White Scars theme, if they aren't bikers, they'll be on a Stormraven or in a drop pod.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

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Made in gb
Stone Bonkers Fabricator General




We'll find out soon enough eh.

Yep, Heresy Online is out for me too, Database Error. Any chance of a repost?

EDIT: Nevermind, I've seen enough over on B&C - Special Characters are now locked to the Traits of their Chapter(ie, if you take Imperial Fists traits, your only SC options are Kantor and Lysander), and since Iron Hands don't get any Special Characters...

Frak you Cruddace, frak you.

This message was edited 1 time. Last update was at 2013/08/15 11:42:06


I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
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Decrepit Dakkanaut






Leerstetten, Germany

 Morathi's Darkest Sin wrote:
Going with a White Scars theme, if they aren't bikers, they'll be on a Stormraven or in a drop pod.


Baby Bikers (aka: scouts)?
   
Made in fi
Dakka Veteran





 StarTrotter wrote:
And I'm conflicted as to why I should even bother with the CSM codex when I can represent my World Eaters and Iron Warriors legion with the loyalist marine codex so much better (and if anyone calls it heresy I jsut look at them and ask them to rethink that phrase mwahaha!)


Nothing wrong with swapping a codex. C:CSM is made for those who want to field daemon engines and warp-tainted thingmajigs. As a 'traditional' Traitor Marine player, I've long appreciated C:SM/BA

This message was edited 1 time. Last update was at 2013/08/15 11:55:49


 
   
Made in gb
Beast of Nurgle





As long as wysiwyg is taken into consideration and you let me know beforehand what army yer playin' (in terms of rules), I alright with codex jumping.

Proud owner of a bunch of smelly fat blokes!
 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Nut's Chiropractor wrote:
As long as wysiwyg is taken into consideration and you let me know beforehand what army yer playin' (in terms of rules), I alright with codex jumping.

I have been doing this for years. My DIY uses a different Codex for each company
1st: Deathwing
2nd: Grey Knights
3rd: Dark Angels
4th: Blood Angels
5th-7th: Space Marines
8th-10th: Not worked out yet

This has worked out well as you could not mix Chapters. The only WYSIWYG issue I had was my Infernus Pistols in my second Assault Squad which we handled by just calling them Plasma Pistols when I was not using my Codex: Blood Angles.
So far it has worked out, but with the New Codex: Space Marines this might get complicated.

Space Wolf Player Since 1989
My First Impression Threads:
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I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
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Dakka Veteran




 Ferrum_Sanguinis wrote:
Thanks again BoLS, we have the Grav weapon stats:

GRAV WEAPONS
Grav Pistol: Range 12" AP:2, Concussive
Grav Rifle: 18" salvo 2/3 AP:2, Concussive
Grav Cannon: 24" salvo 3/5 AP:2, Concussive

Grav Amp: Re-roll failed to-wounds and armor penetration for Grav weapons.


Must say, I'm glad none have more than 24" range, don't want anymore cries of from the xenos players.


I have to say, i really dislike those stats. There is simply no reason to use anything but grav guns. MEQ get owned by them, Xenos for the most part get owned by bolters, the rest get own by grav. They are too good against what our bolters cant handle.
   
Made in us
Daemonic Dreadnought






Loyalist players cry if CSM players go balls to the wall competitive with helldrakes or blind fury lords on juggies with spawn. When CSM get bored of the small number of competitive builds and decide to use a loyalist's chapter's codex loyalists still cry. Too much QQ that's why we sacrafice loyalists to the dark gods.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
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Dakka Veteran




 Ferrum_Sanguinis wrote:
 MasterSlowPoke wrote:
MajorWesJanson wrote:
 SickSix wrote:
I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over


I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.


Apparently the Sternguard have 2 of each, and the Tactical Squad as 1 that is modular.


Really hope this is true, if only to finally stop all the eBay scalpers who charge $10+ for one combi-weapon


Hope its true, i would really like to cast a mold of it. A few cents of resin could make all the combi weapons i could ever wish for. Not to mention that if they are indeed modular, i could make good cast of the top (specialist) weapon component to use over a regular bolter, which is what i like, i dont like the bolter barrel getting downed to the grip of the gun, i rather have a modular specialist weapon attached to a regular bolter.
   
Made in us
Angry Blood Angel Assault marine




Minot, ND

I didn't see a str. on those grav guns, unless I missed it somewhere. Even an Ap:2 weapon has it's limits if its str:2-4

War is not a matter of who is right, it is a matter of who is left.

It’s all fun and games until someone loses an eye. Then it’s fun and games without depth perception. - TSOALR

 azreal13 wrote:

But the strawman holocaust in Notts continues apace.
 
   
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Monster-Slaying Daemonhunter




Grand Rapids Metro

S -

It wounds versus armor sv.

Wounds Termies on a 2+
Wounds Power Armor on a 3+
and so on

Probably doesn't affect models without a save?

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
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Terminator with Assault Cannon





Florida

xxvaderxx wrote:
Spoiler:
 Ferrum_Sanguinis wrote:
 MasterSlowPoke wrote:
MajorWesJanson wrote:
 SickSix wrote:
I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over


I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.


Apparently the Sternguard have 2 of each, and the Tactical Squad as 1 that is modular.


Really hope this is true, if only to finally stop all the eBay scalpers who charge $10+ for one combi-weapon


Hope its true, i would really like to cast a mold of it. A few cents of resin could make all the combi weapons i could ever wish for. Not to mention that if they are indeed modular, i could make good cast of the top (specialist) weapon component to use over a regular bolter, which is what i like, i dont like the bolter barrel getting downed to the grip of the gun, i rather have a modular specialist weapon attached to a regular bolter.


I hate the GW combi weapons with the specialist weapon above the bolter. It makes no sense. Not to mention why is the combi-plas/grav/whatever so damn big and only one shot?

I plan on making proper combi weapons and making molds. I have the little casting starter set sitting on the shelf.

SickSix's Silver Skull WIP thread
My Youtube Channel
JSF wrote:... this is really quite an audacious move by GW, throwing out any pretext that this is a game and that its customers exist to do anything other than buy their overpriced products for the sake of it. The naked arrogance, greed and contempt for their audience is shocking.
= Epic First Post.
 
   
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Monster-Slaying Daemonhunter




Grand Rapids Metro

 SickSix wrote:
xxvaderxx wrote:
Spoiler:
 Ferrum_Sanguinis wrote:
 MasterSlowPoke wrote:
MajorWesJanson wrote:
 SickSix wrote:
I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over


I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.


Apparently the Sternguard have 2 of each, and the Tactical Squad as 1 that is modular.


Really hope this is true, if only to finally stop all the eBay scalpers who charge $10+ for one combi-weapon


Hope its true, i would really like to cast a mold of it. A few cents of resin could make all the combi weapons i could ever wish for. Not to mention that if they are indeed modular, i could make good cast of the top (specialist) weapon component to use over a regular bolter, which is what i like, i dont like the bolter barrel getting downed to the grip of the gun, i rather have a modular specialist weapon attached to a regular bolter.


I hate the GW combi weapons with the specialist weapon above the bolter. It makes no sense. Not to mention why is the combi-plas/grav/whatever so damn big and only one shot?

I plan on making proper combi weapons and making molds. I have the little casting starter set sitting on the shelf.


To be fair...most meltagun only get one shot off anyways...

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Angry Blood Angel Assault marine




Minot, ND

Lol I know my meltaguns only work once, course they are on assault marines so that might have something to do with it.

War is not a matter of who is right, it is a matter of who is left.

It’s all fun and games until someone loses an eye. Then it’s fun and games without depth perception. - TSOALR

 azreal13 wrote:

But the strawman holocaust in Notts continues apace.
 
   
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Loyal Necron Lychguard



Netherlands

 ductvader wrote:
S -

It wounds versus armor sv.

Wounds Termies on a 2+
Wounds Power Armor on a 3+
and so on

Probably doesn't affect models without a save?


It wounds ON the armour save, not versus it.
Versus means there is a strength value which would be overpowered since S4 id's 2+
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

duplicate

This message was edited 1 time. Last update was at 2013/08/15 13:42:37


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Archmagos Veneratus Extremis




On the Internet

 RandyMcStab wrote:
When I try to access heresyonline I just get a 'database error' message? Maybe GW EMPed them?


Not likely, they only do that to the guy who is "first" to the leaks. Looks like the server went down for some reason.

 lord_blackfang wrote:
Can someone please copy/paste that stuff from Heresy Online? NOD32 does not like that webpage and I don't know how to get around it...


Not at the moment. Database errors are keeping all of us from getting in.
   
Made in ar
Dakka Veteran




 SickSix wrote:
xxvaderxx wrote:
Spoiler:
 Ferrum_Sanguinis wrote:
 MasterSlowPoke wrote:
MajorWesJanson wrote:
 SickSix wrote:
I am pretty sure the combi weapons are modular. So you won't even be able to make one of each available. You will be able to make like, 2 and then have bits left over


I can't see GW doing modular combi-weapons, as that would both make them more complex, but not save much room over full combi-weapons. Looking at the pics, the place where you could possibly have a join between bolter base and combi-weapon part would leave an extremely narrow point between the stock/grip and the body/foregrip that would be very prone to breaking. I would imagine only 1 of each weapon in the kit before modular ones.


Apparently the Sternguard have 2 of each, and the Tactical Squad as 1 that is modular.


Really hope this is true, if only to finally stop all the eBay scalpers who charge $10+ for one combi-weapon


Hope its true, i would really like to cast a mold of it. A few cents of resin could make all the combi weapons i could ever wish for. Not to mention that if they are indeed modular, i could make good cast of the top (specialist) weapon component to use over a regular bolter, which is what i like, i dont like the bolter barrel getting downed to the grip of the gun, i rather have a modular specialist weapon attached to a regular bolter.


I hate the GW combi weapons with the specialist weapon above the bolter. It makes no sense. Not to mention why is the combi-plas/grav/whatever so damn big and only one shot?

I plan on making proper combi weapons and making molds. I have the little casting starter set sitting on the shelf.


Same reason a portable grenade launcher attached to a gun in real life is 1 shot. The firing mechanism is there, but not the magazine, only the chamber and the ammunition on it. Same logic to combiweapons. Which make no sence is lowering the and compacting the barrel and receiver of the gun to the left hand grip and it functioning the same way. Either it does not or they are retards for not using more compact guns that have the same performance,

This message was edited 1 time. Last update was at 2013/08/15 13:55:37


 
   
Made in us
Haemonculi Flesh Apprentice








If you don't see the value of ASM being only 17 pts per model and using their JP in movement and assault you probably shouldn't be playing too competitively anyway. 10 TAC marines with a rhino are 175 naked, 10 ASM are 170 and don't give away FB, move equally as fast, can deep strike and are decent in assault. That's right, decent, considering you will or if your playing right with a JP move and assault should be assaulting and are now getting a potential +10 free HITS at I10 which is better then if they said RG ASM have rage. A free hit at S4 is the equivalent of +2 attacks on the charge or ie Rage. Considering you get that hit at I10 it's flat out better then rage against anything with the exception of tau, which you should shred anyway, actually you want the combat to last to their turn if you know how to play well. Oh knows you will need to field other scoring units! Maybe take scouts in a LS storm comsidering the speder will gain stealth as well meaning it has a 4++ just fopr drifting and the cerberus launcher is now 18" range large blast and BLIND! meaning you can weaken your opponent from a support role.

   
Made in us
Dakka Veteran





College Park, MD

xxvaderxx wrote:
Which make no sence is lowering the and compacting the barrel and receiver of the gun to the left hand grip and it functioning the same way. Either it does not or they are retards for not using more compact guns that have the same performance,


It makes perfect sense. They have the STCs to make combi-weapons, and they have the STCs to make bolters, but they don't have the STC to make just the bolter portion of the combi-weapon and a more compact weapon as a result.

Alternately: The Imperium is indeed full of technological retards.

 
   
Made in us
Angry Blood Angel Assault marine




Minot, ND

I never really cared for mass combi-weapons on the Sternguard. I took them for the special ammo, and maybe 1 or 2 combi-meltas but otherwise it felt like way to much of a point sink. Although if they are cheaper now I may do it differently.

War is not a matter of who is right, it is a matter of who is left.

It’s all fun and games until someone loses an eye. Then it’s fun and games without depth perception. - TSOALR

 azreal13 wrote:

But the strawman holocaust in Notts continues apace.
 
   
Made in us
Haemonculi Flesh Apprentice






xxvaderxx wrote:
 Ferrum_Sanguinis wrote:
Thanks again BoLS, we have the Grav weapon stats:

GRAV WEAPONS
Grav Pistol: Range 12" AP:2, Concussive
Grav Rifle: 18" salvo 2/3 AP:2, Concussive
Grav Cannon: 24" salvo 3/5 AP:2, Concussive

Grav Amp: Re-roll failed to-wounds and armor penetration for Grav weapons.


Must say, I'm glad none have more than 24" range, don't want anymore cries of from the xenos players.


I have to say, i really dislike those stats. There is simply no reason to use anything but grav guns. MEQ get owned by them, Xenos for the most part get owned by bolters, the rest get own by grav. They are too good against what our bolters cant handle.


Its really way too situational to be considered broken. It only fires effectively from centurions and with a 30" threat range things like WK's can easily stay back and shoot from 36 with stock weapons that ID them, riptides can out range them even easier, both are MUCH faster as well. Grav weapons just stop such things from being spammed and rolling over us while we watch helplessly.

   
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Archmagos Veneratus Extremis




On the Internet

On another forum someone noted that the DA Camo Cloaks just add +1 to cover. With the RG Stealth that gives their Scouts a +2 to their cover....

Or a 2+ in Ruins without going to ground.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

ClockworkZion wrote:
On another forum someone noted that the DA Camo Cloaks just add +1 to cover. With the RG Stealth that gives their Scouts a +2 to their cover....

Or a 2+ in Ruins without going to ground.


You mean like what you could do with Telion already?

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Haemonculi Flesh Apprentice






Crazyterran wrote:
ClockworkZion wrote:
On another forum someone noted that the DA Camo Cloaks just add +1 to cover. With the RG Stealth that gives their Scouts a +2 to their cover....

Or a 2+ in Ruins without going to ground.


You mean like what you could do with Telion already?



You mean at the discount of not having to buy telion or the flexibility to do it twice?

EDIT Twice because he is UM so no go with RG from rumors so far.

This message was edited 1 time. Last update was at 2013/08/15 14:10:55


   
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Bounding Assault Marine




brooklyn, NY. USA

Holy hell i think i found a viable use for Flakk missles finally. Imperial and Crimson fists devistators with 4 ML hav a decent shot taking out flyers even if the missles are strength 7. Tank Hunters makes paying 40 points for the missles make sense.

Atleast it does to me, the new AA tanks are only strength 7 anyways.

There is only the Emperor! He is our shield and protector.

Crimson Fist- 9,000+
30K Imperial Fists- 2100 
   
 
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