[Warhammer 40k]Space Marine Codex: Special Rules and Army List
dodgethis | October 13, 2008

Because Dorn’s boys are so much cooler than Girlyman’s.
So dodgethis_sg, Hakuro and Julius_Firefocht have conspired to bring you a review and analysis of the 5th Edition Space Marine Codex. Yes, the rumour that there are Warhammer 40K (GRIMDARK) players on Nakadashi is not a rumour after all.
Brother Hakuro will be involved with a write-up on the new fluff and stories featured in the Space Marine Codex, while dodgethis_sg and I will be responsible for a Rules and unit-by-unit analysis. Note that special characters will not be touched on for now, since those would require practically an entire article to themselves, so great is their impact on any Marine army.
It would be simple to summarize the entire Marine Codex in a sentence. It is ultra-flexible, fast and lethal, but expensive. And when we say expensive, we mean it. A nicely tooled-up but extremely destructive Vanguard Marines squad can set you back by more than twice the points cost of two full Tactical Squads, both equipped with a standard configuration of flamer and missile launcher. This situation nicely sums up the Marine Codex in a nutshell; you want the power, you pay for it.
Of course, we will not be listing out every single nuances of each unit, instead aiming to provide a summary that point out important changes and significant features that we feel the average player should pay attention to.
With that said, we shall start off with the Special Rules that Space Marine armies have access to. In the words of the delicious Matsu from Sekirei, let’s go desu!







