Chaos space marine 5th edition codex


















It gets better - the suckers got a high toughness? Well switch blastmaster to single frequency and show your opponent the meaning of the word pain in the form of a Strength 8 AP3 Blast that pins. Essentially everything short of Heavy vehicles is your prey. Boltgun, Bolt Pistol: Hmmm you'd think that there's not much to say about the humble bolter - but you'd be wrong. Most marine players take for granted the awesomeness that is a strength 4 squad weapon with rapid fire.

Make your opponents roll enough dice and he will fail some of his saves. I have seen bolters accomplish feats that my heavy weapons failed at - don't neglect to include it in your battle plans, and it won't disappoint you.

Doom Siren: The doom siren is the nastier cousin of that girl you dated in college. An AP of 3 and Strength of 5 means that not even marines feel comfy when a feller toting one of these gets in range.

Treat it like a glorified heavy flamer and you won't be disappointed. Flanking heavy infantry with these things is to die for, as the auto hit makes mince of most MEQS. Backed by the okay strength 4 and an unimpressive AP of 5 most people will not fear the flamer.

On the upside it ignores cover. There's method to these one's madness though. Quantity as always is the key here. Heavy Bolter: In many ways one of my favourite weapons, it has a good strength, and decent AP 4 , but the defining ability for me is its 3 Shots.

That's right - 3. With a marine's BS that means that you usually hit with at least 1, and with a good bunch of rolls - all 3. A squad of these can quickly decimate hordes and even give marines trouble due to the amount of saves they have to take.

Strength 5 is almost as good against MEQ's as Guard. It has a decent range of 36" meaning it will have a decent amount of shooting time before the enemy is close enough to start adding your bolter shots to the mix. An auto include in almost all my lists. Still a nice and versatile weapon. Heavy Flamer: A flamer with reversed stats S5 and AP4 - this thing is used for burning tough enemies out of cover and destroying anything that relies on cover saves.

Everything about the flamer applies to it. The AP of 4 is decent - use it against Tau in Buildings, Path finders, Rangers, Lictors gone to ground, and anything that will smell like chicken. Lascannon: Aaah - the big boy, with a mighty strength of 9, and one of the few AP 2 guns in the Chaos armoury. This thing is brutal against vehicles and monstrous creatures. It has excellent Range, so you can really reach out and touch someone with it. Every list should have at least a few of these to deal with monoliths, Land raiders, small children and pretty much anything else nasty and dangerous.

If your enemy lacks an invulnerable save it's most likely a smoking hole after firing this thing. Don't go overboard though - they are expensive and virtually useless versus line infantry.

Meltagun: I confess - I like these more than lascannon. The extra 2d6 penetration at close range is almost irresistible for me. Anything mobile or capable of deep striking usually carries some of these for the same reasons as stated in the lascannon entry above. Bikes, Terminators, Marines in a Rhino, Chosen — all good choices. Missile Launcher: A weapon I always bring at least a few of - you never know what your opponent is bringing, so you can't go wrong with a gun that can kill hordes and still has a chance at blowing a tank to Chaos come.

Everything that applies to the blastmaster applies to the missile launcher. All it lacks is the mobility of its more destructive cousin. In all a good weapon choice. Multi Melta: Angrier version of the melta gun, Longer range - available only on our dreads and Obliterators. I like the idea behind these but the platform they are mounted on limits their use a little bit.

Your Dread if given these is more than likely to vapourise something of yours, and obliterators can deepstrike close enough to targets to use their twinlinked melta's.

Their only use on oblits -as far as I can tell- is if you scatter out of melta range and need a tank to die NOW. Feel free - to add to this section if anybody has more uses for them.

Plasma Cannon: Seen on our Dreadnoughts. The strength is the same as an auto cannon's with the template of a missile and the AP of a plasma gun. Bad thing? It's mounted on a platform likely to go bezerk and shoot your own troops. Not a bad weapon - Just over shadowed by many other choices in our lists.

They can also be utilized by our Obliterators - tastiness to be had all round. Plasma Gun, Plasma Pistol: A staple work horse in many lists - I use one in almost all my infantry squads. Barring any misfires they will net you a kill a round from enemies in range.

They are useful for adding some punch to marine squads with the same profile as their basic bolters. In all not a bad weapon at all, high strength and low AP in a decently priced package with a good range. Reduced value if your playing a dense terrain board — either pack flamers or more multi shot weapons.

Reaper Auto cannon: Essentially a blinged up version of the infamous auto cannon. Mostly seen on termies, they give you the ability to re-roll misses, substantially boosting damage output. Everything about the auto cannon applies to this one as well. Sonic Blaster: In a nutshell this is a bolter with an assault profile. Move and fire is the order of the day here. The bonus of course is that you can take up cover to blast your opponents with the lovely heavy 3 profile.

The second bonus is being able to move 6" then fire 24" giving you a 30" threat range. A giant AP3 template scares the armoured pants off of most marine armies.

After you get hit with 3 of these from a guard army in 1 turn you will realize why. Thank goodness we get to stick ours on a stylish demon engine instead of some boring tank. If you plan on bringing some ordinance you can't go wrong with a defiler.

Demolisher cannon: Strength 10 AP 2. Read that profile. Read it again. Savour it. If you can get this sucker to stick around which we can do , you can really make your enemies sweat. It fries vehicles.

The only downside is the short range of 24" and the weaker side and rear armour. Havoc Launcher: It's a cheap twin linked strength 5 weapon with a blast templates. Use them to fill out points left over as well as to provide mobile units with some extra firepower.

They will most likely need it. This weapon's tactics depend on which vehicle you attach them too. More later on this weapon. Doombolt: First on the list is the cheap and cheerful Doombolt. I often pick this power as it's the cheapest, has multiple shots, easily wounds low toughness enemies and still has a good chance to wound marines, and ignore their armour. It has a short range of 18", but most psykers use alternative transport anyway so it's hardly a drawback.

Essentially you can save yourself from a dismal round of combat with this power. There are many schools of thought on exactly how it works. As far as I'm concerned you have to re-roll all your hit and wounds if you choose one as the description does not specify misses.

Gift of Chaos: This gives you a 1 in 6 chance of outright killing an enemy model. If it has toughness it can be killed. It gets better - if you roll over the toughness it works. Not bad odds at all. It gets even better - if you have spawn model available you can replace said model with the spawn for free. It even works in close combat. The downside to this power is the fact that it only works in 6" of the sorcerer on a single model.

It can however be used in close combat. Good for taking out high toughness infantry in cover. Lash of Submission: It's a 24" range power allowing you to move an enemy non vehicle unit 2d6". I'm not saying any more as there's whole armies dedicated to lash, as well as tactica's written on it. I'd rather steer clear of the debate and let players decide for themselves. Uses include bunching up enemy troops for template weapons, dragging off of objectives or into assault range.

Nurgle's Rot: It hits all enemy targets in 6" when used. It's strength 3, so won't do much to most enemies. A very fluffy and cool power for nurgley followers. Bolt of change: Range of a bolter and stopping power of a missile. This power is disgustingly powerful against high toughness enemies and enemy vehicles.

A sorcerer can quickly make a lot of points disappear into thin air with this. The AP of 1 means it has none of the normal issues that a missile launcher struggles with. An expensive power, but good if you have a plan for it. It's an assault weapon and thus can be moved and fired. Nasty on aspiring sorcerers. Chainfist: It's essentially a more expensive powerfist when used against infantry. It doubles strength and makes you strike last, so why would you pick it?

This bad boy is as good as a melta against vehicles and you will at least get more attacks as well. If tanks absolutely have to die then accept no substitutes.

Force Weapon: A favourite weapon of mine. It's a power weapon with the added bonus that you can kill multi wound models instantly if you pass a psychic test. This is often all a sorcerer needs to even out the slightly weaker close combat ability in comparison with a Chaos lord.

You will love this weapon dearly once you send a few enemies HQ's screaming into the warp. Lightning claws: Besides the pure appeal of having a little wolverine wannabe running around - you get a weapon that ignore armour saves, as well as allowing you to re-roll any to wound rolls. If taken in a pair you also get an extra attack. Most people will tell you to always take a pair - but in my opinion that isn't always the case.

I often prefer a single claw over a regular power weapon when decking out my chaos lord. Go with what you feel is cool. Powerfist: A weapon that sees a lot of use, these things can wound almost anything in the game as well as bypassing armour saves. Many people feel they are mandatory in troop squads to protect them from rampaging dreadnoughts and the like. I rarely use them myself, except on terminators. If your building a cheap points wise Chaos lord, you can't go wrong with at least a power weapon.

I felt this weapon type deserved its own section. There is always a lot of speculation and conjecture about daemon weapons. Many feel they are too dangerous, other that they are to expensive, and others that they just don't do enough for the points. It's a bit more in character - as well as confirming his status as a total bad arse.

I feel it's impossible to discuss the weapons without going into the marks as well. Many of the weapons become a better deal once you consider the benefits that the associated mark brings. Mark of Khorne: The simplest of the 4 marks. It makes your chaos lord more killy by giving him an extra attack. That's it, nothing more. Mark of Tzeentch: This tasty little mark increases your invulnerable save by one.

In all this mark is used to increase your resistance to power weapons as well as low AP weaponry. Mark of Nurgle: It boosts your toughness by 1. You get wounded less often by lower strength weaponry, and have to take less saves. The net result is a better resilience against small arms fire, and hand to hand attacks.

If combined with terminator armour you can get a disgustingly tough HQ. Father Nurgle approves. Simple and sweet. When you consider that many enemies already strike after a marines regular I4, then an I6 daemon weapon wielding terror becomes a lot more appealing.

You can rip even specialist enemy close combat units apart with this thing, negating a lot of the units striking power before it gets used, and allowing you to finish it off the rest next round.

A very powerful mark when used to its full advantage, although not as simple as the other 3. All Daemon weapons require 2 hands, meaning you can't ever get a bonus for an extra close combat weapon. It counts as a power weapon in addition to any other attributes.

It adds d6 attacks except where specified differently. On a roll of a 1 for your extra attacks, you get 1 wound and no attacks at ALL that round. You can ONLY take invulnerable saves against the daemon rebelling. For the first time in , and is for the 5th edition of Warhammer 40, If you choose to reply to this.

Pdf Warhammer 40k - Codex 5th edition - 1. Dark Angels Codex 6th Edition - Maharashtra. Warhammer 40, - Codex - Chaos Knights. The 2nd Edition was substantially more colourful. This edition of the book was published on October 6th, for the 6th Edition of Warhammer 40, It was the first codex released for the 6th edition The General Structure.

Phone or email. Don't remember me. Created by the Emperor himself from the genetic material of the demigod Primarchs, they are the ultimate soldiers for a cruel and terrible age. Inside this page codex, you'll find everything you need to unleash the Space Marines in battle, plus thrilling lore and art to inspire your own collection. Inside this book, you'll find: - The history of the Space Marines, with a look at how these genetically engineered warriors annihilate the enemies of the Emperor with terrible force - A Space Marines bestiary with background details for every unit and Character featured - A showcase of stunningly painted Citadel miniatures - Rules for Space Marines units that are available to every Chapter - Stratagems, Warlord Traits, Litanies of Battle, psychic disciplines and Chapter Relics that define the ways that the Space Marines wage war - And more!

While Codex: Space Marines contains everything you need to play a game with your. This edition of the book was. Space Marines have a very sort of new codex New units are a large battle suit.

When you can poison Terminator storm bolters or with the new pdf update a Bike Squads twin-linked bolters? Background descriptions for new additions. Wargear Vehicle Armory Please note, that except for many of the new additions, background isn't included as it's included in the existing books, it's not needed to play the game and I frankly couldn't be bothered!

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