Bikes sit in an odd spot in the 9th Edition Marine Codex where they’re kind of fine, but competing for slots against a large number of units that are actively extremely good and thus don’t quite get there. One key addition to Scouts in 9th edition is the Outflank ability. Every 9th codex comes with a little section entitled “Chapter Approved Rules”, which lists bonus secondary objectives which are unique to that faction. Onto the new kids for 9th Edition, starting with Outriders, the long-requested Primaris Bikes. The days of the old Mortis or “Rifledread” configurations are long over, and you are now restricted to what’s left in the plastic kits – which means one gun can be a twin lascannon, assault cannon, heavy plasma cannon, or multi-melta, and the other can be a big fist or a missile launcher. These have surprisingly grotesque output, but they are not cheap at 85pts per (and 120 for the laser or graviton), and are both non-CORE and extremely fragile at T5 W5 3+ save. Credit: Corrode. A bold new addition to the Primaris line is the Primaris Chaplain on Bike, an absolute beast of a unit which upgrades the Chaplain to a mighty 7 wounds, gives him a huge base for the aura litanies, and top speed for shooting into whatever zone most needs a buff at any moment. Most of these tactics are straight carry-forwards from 8th, but a couple have changed significantly. It’s still a challenge to justify putting in to lists when it runs the same price as a squad of five Plasmaceptors, but here at least when you start shooting with it your opponent is actually going to start sweating. The new book finally takes a look at these guys and decides that no, they really weren’t good enough. The other key piece of the puzzle is Commanding Oratory and the bike Chaplain – you can basically guarantee having +2 to charge, and with the CP to re-roll a charge roll (or any of the many re-roll charge abilities throughout the Marine range) that means an 83% chance of getting into melee from deep strike. The Venerable gets an improved WS and BS of 2+ and a 6+ Feel No Pain, which is nice. They wear Omnis armour rather than Gravis armour, which means they have less dad bod but they’re only T4 W2 instead of T5 W3, and they tote accelerator autocannons which are 48″ Heavy 3 S7 AP-1 D2. Four key Marine deployment abilities have been codified in the front of the book, so that rather than each datasheet having to spell it out they can instead refer back here. The Codex and Forge World Contemptor Dreadnoughts are now equivalent in statline, which in essence means that the Forge World version has lost a step or three. The storm cannon isn’t the only thing to get changes – the cyclonic melta lance has the new +2 damage at half range rule (though a fairly short range of 18″), while the grav-flux bombard becomes far more ordinary and is now 24″ range, but Heavy 2D3 and Blast along with being flat damage 2 or damage 3 against models with a 3+ armour. Whether they’re regular power-armoured guys, Primaris, or Phobos depends on the exact list design and player preference, and even a cheap backline Captain can be pretty fearsome in melee as a linebacker unit, if given a power fist or one of the relic weapons like the Teeth of Terra or the Burning Blade. substancial - Free ebook download as Text File (.txt), PDF File (.pdf) or read book online for free. Their guns are all basically the same as the Intercessor ones but with 6″ more range and Strength 5, which makes them just that bit punchier against other Marines, Custodians, and the like. Towering over the Firstborn guys, there’s the Primaris Captains. This is some neat flexibility which lets them break the mold of what you can do with Terminators normally. This is a big series of blows, but the good news is that the Leviathan also sees a significant points drop – from 300+ in the old world to 220-240 or so here. Local or International? Something that is surprisingly deft about Space Marines this edition is that all the Troops choices seem to be pretty much balanced with each other, and basically all of them are showing up in lists and seem to be pulling their weight. The Chapter Master appears to have pulled rank on the Chapter Champion, stealing the Angel Artifice relic that originally belonged to him in Faith & Fury; this gives him a 2+ save and +1 to his Wounds and Toughness characteristics. They are still deadly in melee, still tough at T5 W4 2+ save, and their flamers are now 12″ range by default which lets them throw out a bit more offense without having to take advantage of Long Ranged Marksmen, especially out of deep strike. Most of these replicate half of the main Chapters’ tactics and power-wise they range from “Meh” to “Decent” but there are a few stand-outs and combinations that work well. Drop Pods break a whole bunch of the rules – chiefly, that they can come in from Reinforcements on turn 1, though also they don’t count against your Reinforcements limit so you can theoretically put more than half your army in Reserves using these. Hunters Unleashed: If a unit has made a charge, been charged, or made a heroic intervention, it gets +1 to hit in melee. A concept originally introduced for Dark Apostles in Chaos and then ported to Space Marines in the second 8th ed codex. They did get a lift from a change in approach, though; instead of the old system of “weapons that hit FLY better but everything else worse” we now have the Icarus stormcannon and skyhammer missile launcher, which make 2 hit rolls or get +1 to hit against AIRCRAFT respectively, but don’t get debuffed by shooting at other targets. Forged in Battle: Each time a unit shoots or fights, you can re-roll one wound roll, and you treat AP-1 as AP0 instead. No Matter the Odds: Crimson Fists units get +1 to hit against units that have 5 more models than their unit at the time they are chosen to shoot, and like their bigger brothers in the Imperial Fists, on an unmodified 6 to hit with a bolt weapon they get 1 additional hit. Alternatively you can have a Primaris Captain in Gravis armour, which also gives him +1 T and +1 W over the Primaris statline (so T5, W7!) The Champion feels less essential than lots of things – he’s basically just a guided missile for taking out enemy characters – but he’s really good at that now and if you want an additional melee beatstick for your list, you can’t go far wrong with this guy. Bolter Inceptors have been rather left in the dust by all this – they’re ten points cheaper each which, you know, cool, but because of the blast on the plasma build they’re significantly worse against almost any type of target, and should only really be considered if you’re planning some sort of bolt weapon synergy. That’s a big deal, because it means that you can freely combine the abilities below with a powerful supplement and get the best of both worlds. As Psychic Awakening books have come out, many armies have received similar “custom sub-faction” rules, and this trend has continued with Necrons as the first other 9th edition codex. They’re a significant defensive upgrade from regular Intercessors, gaining both T5 and W3, and they’re 8ppm more – so the equivalent points of Heavy Intercessors to regular Intercessors has 1 more wound at a higher Toughness. This guy. The Champion comes with a couple of unique abilities, including Honour or Death which lets him Heroically Intervene 6″, and also not have to finish within range of the nearest enemy unit – he has to do that or within 6″ of an enemy CHARACTER, so if he wants he can skip past a unit and into that guy instead. Angels of Death is a four-in-one special rule common to all Space Marine units. As forward-deploying bullies they still have some usage, as they can apply significant pressure to an opponent from turn 1 onwards. One thing that strongly limits the power of Librarians in 9th edition is the requirement to note powers on your list instead of picking them at the table – a lot of the “utility” powers which are not auto-picks but had play against certain builds are simply non-viable. There is also the Iron Hands-specific consideration that being 9 wounds now means you can use March of the Ancients to make them characters, allowing them to utilise Look Out Sir. This means that a basic, 5-man squad of Intercessors with a Sergeant with a chainsword is putting out 17 attacks (3 for each Intercessor, and 5 for the Intercessor Sergeant). Credit: Jack Hunter. They’re fast enough that hiding from them is non-trivial, they can naturally deep strike if you need them to, and if they’re short on targets they’re perfectly happy shifting to playing the objective game – especially with the stratagem to give Gravis units +1 to save, a unit of these in cover is very hard to shift with light weaponry. 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