Over the past few days we’ve been looking at updated rules for various Space Marine factions from the Blood Angels to the Black Templars that will be available once the upcoming Codex: Space Marines launches. Today, we’re finishing off with some of the more Codex-compliant Chapters who also get their own detachments.
Salamanders

The Salamanders have a very particular love of close-range firepower, and that returns in the renovated Forgefather’s Seekers detachment. Now that the Devastator doctrine from the new Combat Doctrines army rule lets you give your guns Assault anyway, this detachment lets you use that doctrine an additional time per game, while improving Vulkan He’stan’s effect on Infernus Squads by letting them perform actions after advancing or falling back.

DETACHMENT RULES
VULKAN’S QUEST
Tireless in his pursuit of the Primarch’s legacy, Forgefather Vulkan He’stan annihilates any who impede his quest. Favouring swift, aggressive assaults, he and his warriors close rapidly with the enemy, destroying them at close range with ruthless efficiency.
You can select the devastator doctrine one additional time per battle.
Friendly ADEPTUS ASTARTES units’ ranged attacks that target a unit within 12”, have +1 S.
If your army includes a VULKAN HE’STAN unit, friendly INFERNUS SQUAD units have the following:
When this unit is selected to make an advance/fall-back move, that advance/fall-back move does not prevent this unit from being eligible to start an action.
When this unit starts an action, that action does not prevent this unit from being eligible to shoot.
Restrictions: Your army can include SALAMANDERS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
Changes to the way that common Torrent weapons like flamers work – now having a fixed number of shots with the Blast ability – means they can’t be fired while engaged even when fighting Vehicles and Monsters… unless you’re the Salamanders, who have spent the last 10,000 years shooting flamers at things and have gotten rather good at it.
The Forged in Fire stratagem strips away all the downsides so you can cook your foes at point-blank range, and if you’d rather fall back before shooting instead, Wrath and Ruin activates an alternative doctrine for extra flexibility.

FORGED IN FIRE (1CP)
FORGEFATHER’S SEEKERS STRATAGEM
The Salamanders are masters of the flamer, wielding such weapons with supreme precision and utilising them even in the press of melee combat.
WHEN: Your Shooting phase, when a friendly engaged ADEPTUS ASTARTES unit is selected to shoot.
TARGET: That ADEPTUS ASTARTES unit.
EFFECT: Your unit’s [TORRENT] weapons:
Do not have [BLAST].
Have [CLOSE-QUARTERS].
Have +1 A.

WRATH AND RUIN (1CP)
FORGEFATHER’S SEEKERS STRATAGEM
Having drawn their enemies in, Space Marine battle-brothers fall back and open fire at point-blank range before thundering forward to put any survivors to death.
WHEN: Your Command phase.
TARGET: One ADEPTUS ASTARTES infantry unit.
EFFECT: The assault doctrine or tactical doctrine is active for your unit, until the start of your next Command phase.
Raven Guard

Now that Phobos-armoured units get a speed boost in return for lighter armour, the Raven Guard are masters of the movement game – and the Shadowmark Talon enhances their stealth so they can rush towards objectives with impunity. Where before they only got the Benefit of Cover while 12” away at least, now every ADEPTUS ASTARTES unit in your army has Stealth by default.

DETACHMENT RULES
SHADOW TACTICS
The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey. Aethon Shaan is a true master at harnessing these abilities, withdrawing and redeploying his battle-brothers to draw the enemy out of formation.
Friendly ADEPTUS ASTARTES units have Stealth. Friendly PHOBOS/SCOUT SQUAD units have -3" detection range.
Friendly AETHON SHAAN units have the following ability:
Unparalleled Tactician: (Once per battle round, per army) When you use the Into Darkness stratagem, that use is -1CP.
On top of that, PHOBOS and SCOUT units get -3” to their detection range, while Chapter Master all-star Aethon Shaan can still zoop up into Strategic Reserves for free once per battle round.
The new Suppressed Weapons stratagem is a great way to take advantage of your hidden troops, as one INFANTRY unit can open up with their full firepower and yet remain safely hidden from return fire. They don’t even need to be part of the Phobos gang, so throw it on Eradicators with Heavy Bolters if you really want to and hose a big swarm from across the map.

SUPPRESSED WEAPONS (1CP)
SHADOWMARK TALON STRATAGEM
The Raven Guard commonly utilise integral suppressors, flash-hiders and other technology to dampen weapon reports and conceal muzzle flare, enabling battle-brothers to fire on unsuspecting foes without giving away their positions.
WHEN: Your Shooting phase, when a friendly ADEPTUS ASTARTES INFANTRY unit has shot.
TARGET: That ADEPTUS ASTARTES INFANTRY unit.
EFFECT: Those attacks do not prevent your unit from being hidden.
In addition to these two, the Ultramarines, Iron Hands, and Imperial Fists will also be getting updates to their special detachments.* Each features four enhancements and six stratagems, so you’ll have a mighty toolbox at your fingertips, and the detachments for the Iron Hands and Imperial Fists are 2DP, opening up all sorts of options when you combine them with one of the many 1DP detachments from the Codex.
What ideas will you come up with? Shadowmark Talon and Phobos Shadow Force make your vanguard troops extra sneaky and hard to draw a bead on, while the Imperial Fists’ Ceramite Sentinels detachment is practically tailor-made to pair with Gravis Siege Force to create a legendary defensive line.
See the full spread of extra detachments in the Warhammer 40,000 app when Codex: Space Marines releases. It’s up for pre-order on Saturday, so it won’t be long now!
* The Stormlance Task Force detachment is already in the Codex, White Scars fans.











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