Jul 29, 2017 - Read a free sample or buy Codex: Space Marines Enhanced Edition. This book is available for download with Apple Books on your Mac. Codex: Space Marines 8th Edition. $42.50 $50.00 2 items left. - 26 Space Marines Stratagems as found in Codex: Space Marines, featuring 7 Chapter-specific Stratagems (1 each for Ultramarines, White Scars, Black Templars, Imperial Fists, Iron Hands, Salamanders and Raven Guard), along with a further 3 that can be used by any army.
Taken from Blood of Kittens and Reddit.
Codex Space Marines 8th Edition Download Free
Warlord Traits:
- Angel of Death: -1 Leadership for enemies within 6″ of Warlord
- The Imperium’s Sword: +1 Attack and Re-roll Charges for the Warlord
- Iron Resolve: +1 Wound and 6s Ignore wounds
- Storm of Fire: Characters within 6″ of the Warlord add -1 to all other characters wounds of 6s in the shooting phase.
- Rites of War: Units within 6″ of the Warlord auto pass Morale.
- Champion of Humanity: +1 to hit and wound when Warlord of targets another character in the Fight phase.
Chapter Specific Warlord Traits
- Ultramarines: Each time you spend a CP it is refunded on 5+ while your Warlord is alive.
- White Scars: Warlord’s charge moves cause 1 mortal wound of on 4+
- Imperial Fists: Units within 6″ of Warlord give cover to weapons with -1 AP
- Crimson Fists: D3 bonus attacks if Warlord more than 10 enemy models within 6″
- Oathkeeper: 6″ Heroic Intervention for Warlord
- Salamanders: +1 Str to Warlord
- Raven Guard: Enemy Units cannot fire Overwatch again Warlord
- Iron Hands: 6+ hits cause an additional attack for Warlord
Point Changes
- Speeders 10 points cheaper
- Whirlwind 15 points cheaper
Reivers
> Grapnel Launcher: When models with grapnel launchers move do not count any vertical distance they move against the total they can move that turn.
In addition, during deployment you can set up this unit if it is equipped with grapnel launchers behind enemy lines instead of placing it on the battlefield. At the the end of your movement phase this unit can join the battle. Set it up within 6″ of a battlefield edge of your choice and more than 9″ away from any enemy models.
Agressors:
>Fires Storm: Models in this unit can fire twice if they remained stationary during their turn(?) (Including when firing overwatch)
>Relentless Advance: Models in this unit do no suffer penalty to their rolls for advancing and firing Assault Weapons.
>Each model is equipped with Auto Boltstorm Gauntlet and a Fragmentation Grenade Launcher. All models in the nut may replace their Auto Boltstorm Gauntlet and Fragmentation Grenade Launcher with Flamestorm Gauntlets.
>Auto Boltstorm Gauntlets (Shooting) 18″, Assault 6, S4, 0, 1.
>Flamestorm Gauntlets (Shooting) 8″, Assault 2D6, S4, 0, 1. Auto hits.
>Fragstorm Grenade Launcher: 18″, Assault D6, S4, 0, 1.
>Auto Boltstorm (melee): Sx2, -3, D3. You must subtract 1 from the hit roll.
>Flamestorm Gauntlets (melee): Sx2, -3, D3. You must subtract 1 from the hit roll.
Repulsor:
>Auto Launchers: Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponents subtract 1 from all hit rolls ranged weapons that target this vehicle.
>Tansports 10 Primaris Infantry. Mk X Gravis armor counts as 2. No Jump packs.
>Fragment(?) Grenade Launcher: 18″, Assault D6, S4, 0, 1.
>Heavy Onsalught gatling: 36″ Heavy 12, S5, -1, 1
>Icarus Skyshard(?) Heavy Stubber: 36″ Heavy 3, S4, -1, 1. Add 1 against fly, -1 against non fly.
>Icarus Rocket Pod: 24″ Heavy D3, S7, -1, 1. Add 1 against fly, -1 against non fly.
>Ironhail Heavy Stubber : 36: Heavy 3, S4, -1, 1.
>Krakstorm Grenade Launcher: 18″, Assault 1, S6, -1. D3.
>Las-Talon: 24″ Heavy 2, S9, -3, D3
>Onslaught Gatling Cannon: 24″, Heavy 6, S5, -1, 1.
>Twin Heavy Bolter
>Twin Lascannon
>This model may replace its twin heavy bolter with twin lascannon
>This model may replace its heavy onslaught gatling cannon with a las-talon
>This model may replace its ironhail heavy stubber with an onsalught gatling cannon.
>This model may replace its twin storm bolters with two fragstorm grenade launchers.
>This model may replace its Icatus skyshard(?) heavy stubbr with an Icraus rocket pod, storm bolter, or fragstorm grenade lancher.
>This model may replace its autolaunchers with two fragstorm grenade launchers.
>This model may take an additional ironhail heavystubber
#Strategems:
**Relics of the Chapter** (1 Cp/ 3 CP): Use this Stratagem before the battle. Your army can have one extra Chapter Relic for 1 CP, 2 For 3 Cp. All of the Chapter Relics you include must be different and be give to different space marine characters.
**Linebreaker Boombardment** (1CP): Use this Strategem in your shooting phase if a vindicator is within 6″ of 2 other friendly <Chapter> Vindicators. If you do so the Vindicators cannot fire their demolisher cannons this phase. Instead select a visible point ont he battlefield within 24″ of all three vehicles. Roll a dice for each unit (friend or for) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit rolled for is a character. On a 4+ that unit suffers 3D3 mortal Wounds.
**Kill Shot** (1CP): Use this Strategem in your Shooting phase if a predator is within 6″ of 2 other friendly <Chapter> Predators. If you do so you can add 1 to the wound rolls and damage for all the Predator’s attacks that target Monsters or Vehicles this phase.
**Chapter Master** (3?cp): Use this strategem before the battle. Select an Adeptus Astartes Captain in your army. Replace this models Captain Keyword with Chapter Master and replace his(?) Rites of Battle ability with the following ability. “Chapter Master: You can reroll any failed hit rolls for friendly <Chapter> units within 6″ of this model.” You can only use this Strategem once and your army cannot include Chapter Masters from the same Chapter.
**Scions of Guilliman** (1CP): Use this Strategem when an Ultrasmurf Infantry or Ultrasmurf Biker unit is selected to attack in a Shooting or Fight phase. You can re-roll all hit rolls of 1 for that unit for the rest of the phase (if the unit is a Tactical or Intercessor squad, reroll all failed hit rolls instead).
**Orbital Bombardment** (3cp): This Strategem can be used once per battle in the shooting phase. If you have an Adeptus Astartes Warlord that did not move during the Moment phase. Instead of shooting with your Warlord’s weapons, select a visible point of the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.
**Cluster Mines** (1cp): Use this Strategem when a Scout Bike Squad Falls Back. Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+ the enemy unit suffers D3 mortal wounds.
**Born in the Saddle** (1cp): Use this Strategem when ~~Mongolian~~ White Scars Biker unit Advances. That unit can still shoot and charge this turn.
**Masterful Marksmanship** (1cp): Use this Strategem when a Sternguard Veteran squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.
**Abhor the Witch** (1cp): Already Shown
**Empyric Channeling** (1cp): Use this Strategem at the start of a Psychic phase if an Adeptus Astartes Psyker is within 6″ of atleast 2 other friendly <Chapter> Psykers. The Psykers immediately attempt to manifest one additional Psychic power this turn and when attempting to manifest this power you can add 2 to the Psychic test.
**Datalink Telemetry** (1cp): Use this Strategem in the Shooting Phase just before a Whirlwind shoots. If the target of the Whirlwind’s shooting attacks are visible to a friendly <Chapter> Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.
**Hellfire Shells** (1cp): Use this Strategem just before an Adeptus Astartes Infantry model attacks with a heavy bolter. You can make a single hit roll with this weapon, however if it hits, the target suffers D3 mortal wounds.
**Bolter Drill?** (1cp): Use this Stratagem just before an Imperial Fist Infantry unit attacks in the Shooting phase. Each *** your *** a hit roll of 6+ for a model firing a bolt weapons, that model can immediately **** another hit roll using the same weapons at the same target. **** *** attacks **** themselves generating any further attacks (Defines boltguns blah blah, Pedro’s special weapon counts)
**Machine Empathy** (1cp): Use this Strategem just before an Iron Hands Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties of moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.
**Flamecraft**(1cp): Use this Stratagem just before a Salamanders unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that units flame weapons. For the purposes of this Stratagem, a flame weapon is any weapon profile who name includes the word “flame”, (eg. flamer, heavy flamer, flamestorm cannon, flamestorm gauntlet). Vulkan Hestan’s Gauntlet of the Forge is also a flame weapon.
**Strike from the Shadows** (1cP): Use this Strategem when you can set up a Raven Guard Infantry unit during deployment. You can set p the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit emerges from their hiding place – set them up anywhere on the battlefield that is more than 9″ away from any enemy models.
#Chapter Relics
**The Armor Indomitus:** The wearer of the Armor Indomitus has a Save characteristic of 2+ in addition once per battle before making use of the wearer’s saving throws, you can choose to activate the armour’s force-field. When you do so, the Armor Indomitus confers a 3+ invulnerable save for the remainder of the turn.
**The Shield Eternal:** Model with a storm shield or combat shield only. The Shield Eternal rplaces the models storm shield or combat shield. This relic grants the bearer a 3+ invulnerable save, and any damage they suffer is halved rounding up.
**Standard of the Emperor Ascendent:** Company Ancient, Chapter Ancient, or Primaris Ancient only. If a model has the Stand of the Emperor Ascent, you can add 1 to the dice roll made to see if a friendly <Chapter> models within 6″ of the banner can summon the strength to make one final attack when slain. In addition within 6″ of the bearer, friendly Adeptus Astartes models automatically pass Morale test while enemy units subtract 1 from their Leadership Characteristic
**Teeth of Terra:** Replaces Chainsword. Melee, S+1, AP -1, 1D(?). D3 additional attacks with this weapon.
**The Primarch’s Wrath:** Models with boltgun or master-crafted boltgun only. Range 24″ Type Rapid Fire 2, S5(?), AP -1, 2D.
**The Burning Blade:** Models with power sword or master-crafted power sword only. Melee, S+2, AP -5, 1D
Codex Space Marines 8th Edition Download Pc
**Tome of Malcador:** Psyke Only. *You know one additional psychic power*
**The Salamanders Mantle:** Salamanders model only. The wearer increases Toughness by 1.
[**Axe of Medusa:** Iron hands only. Replaces Power Axe.](https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/IronHandsChapterFocusAxe64czbv.jpg)
**Raven’s Fury:** Raven Guard Jump Pack model only. The bearer of the Raven’s Fury can Advance and Charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
**Mantle of the Stormseer:** White scars only. Can’t make out the rest.
**The Fist of Vengeance::** Crimson Fists only, replaces powerfist. Melee, S+6(?) AP -4(?), 3D(?)
**The Santic Halo:** Ultrasmurfs Captain only. Bearer has a 3+ invulnerable save and can deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
**The Crusaders Helm:** Black Templar model only, The wearer increases the range of any aura abilities on its datasheet by 3″.
**The Spartean:** Imperial Fist model with bolt pistol. Range 12″, Pistol 2, S4, Ap -1. 2D. This weapon can target enemy Characters.
**New Psychic Powers:**
**Psychic Scourge:** Warp charge value of 6. If manifested, select a visible enemy unit within 18″? Roll a D6 and add the psyker’s leadership to the result, your opponent rolls a D6 and adds the unit’s leadership to the result. If your total is higher, the unit suffers D3 mortal wounds, equal the unit suffers 1 mortal wound, less and nothing happens.
**Fury of the Ancients:** Warp charge value of 7. If manifested, roll 3D6 and select a visible enemy model within that many inches. Draw an imaginary straight line between the psyker and the model, each unit the line passes over or through suffers a mortal wound.
**Psychic Fortress:** Warp charge value of 5. If manifested, select a friendly **ADEPTUS ASTARTES** unit within 18″. Until the start your psychic phase, that unit auto-passes moral tests. You may roll a D6 every time it suffers a mortal wound from a psychic power, on a 4+ that wound is ignored.
I think the **Mantle of the Stormseer** says: White Scars only. The bearer adds 1 to their psychic test when attempting to manifest the smite power.
Unit Information
Aggressors
Come with auto hellstorm gauntlets and fragstorm grenade launchers. Can replace both with flamestorm gauntlets. Hellstorm guantlets are assault 6 18″ range bolters. Fragstorm grenade launchers are assault D6 18″ bolters. The flamestorm gauntlets are assault 2d6 flamers. In melee both gauntlets are powerfists. A unit of 6 can be set into 2 combat squads of 3. They can fire all weapons twice if didn’t move on their turn (including overwatch). They also don’t suffer any penalty to their hit rolls for advancing and firing assault weapons.
Reivers
Can replace bolt carbines with combat knives. Grav-chutes give normal deep strike. Grapnel launchers don’t count any vertical distances when determining how far they can move that turn. They can also go into reserve and arrive more then 9″ from the enemy and within 6″ of any table edge.
Redemptor
Comes with a heavy onslaught gatling cannon, heavy flamer, icarus rocket pod, 2 fragstorm grenade launchers and a redemptor fist. Can replace heavy flamer with onslaught gatling cannon, heavy onslaught gatling cannon with macro plasma incinerator and fragstorm grenade launchers with storm bolters.
Heavy Onslaught gatling cannon: Heavy 12, S5, -1 1 damage
Macro Plasma Incinerator: Heavy D6, S 8 (9), -4, 1 (2) damage. If supercharged, takes 1 mortal wound for each 1 to hit.
Icarus Rocket Pod: Heavy D3, 24″, S7, -1 1 damage. +1 to hit against flyers, -1 to hit against everything else.
Onslaught gatling cannon: 24″, Heavy 6 S5, -1, 1 damage
Redemptor fist is a dreadnought ccw that does D6 damage instead of 3
Inceptors
Went up by 2 power. Can combat squad into 2 3 man squads.
Plasma exterminator: 18″, assault d3 plasma guns.
Hellblasters
Went down 4 power. Can take 5-10 and combat squad. All models can replace plasma incinerators with assault plasma incinerators or heavy plasma incinerators. Sergeant can swap bolt pistol for plasma pistol.
Assault Plasma Incinerators: 24″, assault 2 S6 (7), -4, 1 (2) damage. Supercharge kills as normal plasmagun
Heavy Plasma Incinerator: 36″, heavy 1, S8 (9), -4, 1 (2) damage, Supercharge kills as normal plasmagun.
Replusor
Toughness looks like 8 or 9 (blurry), 16 wounds. 3+ save. Comes with a Heavy Onslaught Gatling Cannon, twin heavy bolter, inbuilt heavy stubber, 2 storm bolters, icarus heavy stubber, 2 krakstorm grenade launchers and auto launchers. (I’m guessing a bit on some of the names. Again, blurry). Can replace twin heavy bolters with twin lascannons, replace heavy onslaught gatling cannon with las-talon, inbuilt heavy stubber with onslaught gatling cannon, storm bolters with fragstorm grenade launchers, icarus heavy stubber with icarus rocket pod, storm bolter or fragstorm grenade launcher and auto launchers with 2 fragstorm grenade launchers. It can take an addition inbuilt heavy stubber.
Many weapons you can look up in the dreadnought entry
Icarus Heavy Stubber: 36″ heavy 3, S4, -1, 1 damage. +1 to hit flyers, -1 against everything else
Inbuilt Heavy Stubber is the same without the flyer bit
Krakstorm grenade launchers: 16″ assault 3 (I think) S6, -1 D3 damage
Las-talon: 24″ heavy 2, S9, -3, D6
Hover tank: distances and ranges are always measured from hull rather than base. Repulsor field: subtract 2″ from charge rolls made when charging a repulsor. Power of the Machine Spirit as normal. Auto launchers are basically smoke launchers. Can transport 10 primaris infantry. Gravis models count as 2. Cannot transport jump pack models.
First Wave of Random Rules
- Relic Crusader Helm: Increases aura abilities by 3″
- Stratagems are tied to Chapter Keywords
- Relic Tome of Malcador: Additional Psychic Power
- Reavers get Deep Strike & Outflank
- Black Templar Warlord Trait: Heroic Intervention 6″
Stratagems
- Linebreaker Stratagem: 1CP Vindicators pick a point within 24″. Every unit within 3″ takes 3D3 mortal wounds on a 4+ (3+ on 10 or more models; 5+ for character).
- Kill Shot Stratagem: 1CP Predators +1 to wound and +1 damage vs Vehicles/Monsters.
- Relic of the Chapter Stratagem: 1CP/3CP Spend 1 or 3 CP to get extra Relic or two extra relics cannot be duplicate and cannot be given to the same character.
- Chapter Master Stratagem: 2CP Change a Captain in to a Chapter Master replace re-roll 1s to hit with Re-roll all misses to hit.
- Scions of Gulliman Stratagem: 1CP pick one infantry or biker Ultramarine biker unit to re-roll to hits of 1 for the rest of phase. Tactical and Intercessor units can re-roll all to hit.
- Orbital Bombardment Stratagem: 3CP Like Linebreaker Stratagem, but Warlord does not move or shoot and it hits units within D6 inches.
- Cluster Mines Stratagem: 1CP Use when Scout Biker Falls Back select enemy unit 1″ away and it suffers D3 Mortal Wounds on 2+
- Born in the Saddle Stratagem: 1CP White Scar Bike unit can shoot and charge after Advancing
- Arbor the Witch Stratagem: 1CP See Below Image from Community Page.
- Emphyic Channeling Stratagem: Used at start of Psychic phase Psyker can cast an additional spell if within in 6″ of two other same chapter psykers at +2 to casting.
- Dataline Telemetry Stratagem: 1CP If a land speeder is within 12″ of a whirldwind’s target the whirlwind hits automatically
- Hellfire Shells Stratagem: 1CP A heavy bolter can shoot once and if hits does D3 Mortal Wounds
- Flamecraft Stratagem: 1CP Pick a Salamander unit +1 to wound with flamers
- Strike from the Shadows Stratagem: 1CP A Ravenguard Infantry unit can deploy in reserves
- Machine Empathy Stratagem: 1CP Iron Hands Vehicle can ignore heavy weapon penalty, or advancing with Assault
- Bolter Drill Stratagem: 1CP Imperial Fist Infantry…
- Masterful Marksmanship Stratagem: 1CP Use this Strategem when a Sternguard Veteran Squad is selected to attack in the Shooting Phase. Add 1 to all wound rolls made for that unit’s special issue Boltgun attacks in that phase.
First Wave of Leaked Images
Chapter Tactics: Only Infantry, Bikes, and Dreadnoughts have access to Chapter Tactics.
Ultramarines Codex Discipline: Add 1 to Leadership for all Ultramarine Models with this tactic. Units with this tactic still Fall Back and shoot in the same turn they Fall Back, but if they do they must subtract 1 from their to hit rolls in the Shooting Phase.
Raven Guard Shadow Masters: Your opponent must subtract 1 from to hit rolls when shooting at Raven Guard unit with this tactic if they are more than 12″ away.
White Scars Lightening Assault: Add 2″ to all advance distances. Units with this tactic can still charge in a turn in which they Fell Back.
Black Templars Righteous Zeal: You can re-roll failed charge rolls for units with this Tactic
Iron Hands The Flesh is Weak: Each time a unit loses a wound with this tactic roll a die on a 6 the damage is ignored and remove the wound.
Imperial Fists Siege Masters: Enemy units do not receive the benefit of cover from shooting attacks from units with this Tactic. Re-roll any failed to Wound rolls against attacks targeting a Building.
Salamanders Master Artisans: You can re-roll a single failed to hit roll and a single to wound roll each time a unit with this tactic shoots or fights.
Leaked Rules
Primaris Repulsor Tank Rules: Power level 14 S7 T8 W13 Sv3+ Turret – Heavy Lascannon, Heavy Stubber *Resolve shots with Heavy Stubber first, if the Heavy Lascannon targets a unit hit by the Stubber, it may reroll misses Hull-mounted Twin Lascannon, Pintle mounted upgrade Missiles: Roll a D6 at the start of each fight phase for each enemy unit within 1?, on a 4+ it takes D3 mortal wounds Transport Capacity 7, can only transport Primaris Marines Decays its Movement/BS/Attacks as it loses wounds Movement 10? BS 3+ Attacks 3 base
Codex and new Miniature Image Gallery
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