I know this isn’t a specific unit, but I just want to stress how amazingly well this book (and the new Necron book) are laid out. Among all the other changes in the book I think Intercessors are really cemented as the solid default unit for the army. They also got a new stratagem that allows them to shoot twice, and kept access to Transhuman Physiology. They stayed the same points and got a little better. On top of that the unit wasn’t hit by any of the major nerfs which tended to target non-CORE or non-Primaris units. This effectively increases the squads firepower by 1 man per 5 models. On top of that however it also mean that you can fire the Launcher AND the bolt weapon the model has, not one of the other. First off a ten man unit with two Aux Grenade Launchers can now fire both.
While this doesn’t seem like a huge change at first it does represent a not insignificant upgrade in their firepower. The one that most affects them is that their Auxiliary Grenade Launcher has changed to an assault weapon. The new book doesn’t make any huge changes to them. Intercessors have actually been a pretty solid unit for a while now, though they had a really rocky start. These changes add a lot of general utility to them, even before you get into the Chapter Command upgrades which can have a major impact on the game. Apothecaries now all give off a 6+ FNP bubble. Techmarines for instance can now give a vehicle +1 to hit each turn, which is pretty rad. Most of them have gotten some boost to their base abilities. The new book however has made these guys a lot more viable. In particular the Techmarine, Apothecary and Champion really didn’t get a lot of play outside of a few trick builds. Space Marines have a lot of support characters, (ones that make up both the Chapter and Company Command), but a lot of them weren’t really great in the prior codex. I’d expect to see these guys get used a lot.
While not cheap, a full unit still wont break the bank. They also go the new “Core” keyword so still benefit from auras and have access to a stratagem that allows them to count as not moving when they shoot, negating the -1 from from moving with their heavy weapons. A max output a 6 man Eradicator Squad can put out 144 damage in one round of shooting, and with many of their weapons being base 3 or even base 5, they can reliable. Now not only have they gotten some new weapon options but they’ve gotten the option to go up to 6 man squads.
These guys already pack a lot anti-tank firepower before, but were limited to 3 model squads. EradicatorsĮradicators were one of the hot new units in the Indomitus box set and they have only gotten better. Today lets take a look at five big winner in this book. As with any new book there are winners and loser in it. While the overarching army still works the same way as before, in many ways this is a fundamentally different Space Marine book that before. This book is huge and full of changes, tons of things got reworked, from stratagems to units stats and rules. It’s time for a new Space Marine Codex, let’s take a look at the big winners in it.Ĭodex: Space Marines (yet another one) has arrived, and boy is it a doozy.