
CODEX: WHITE SCARS
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Death of a Primarch
The brave and valorous Jaghati Khan, surrounded
by his best warriors, fought his way through to a chaos headquarters during the height of
the Horus Heresy. Dozens of warp beasts and traitor marines died under the blade of
justice and retribution. When the smoke had cleared, he found himself cut off from his
men, and soon to be surrounded by countless daemons and traitor marines.
Upon his death, brilliant flames burst from his
body to destroy all of the warped chaos minions that surrounded him. The flames
surrounding the fallen Primarch continued to burn for hours after his death. So infused
with rage was Jaghati when he died that his "Soul Flame" refused to die. The
Emperor himself, so begrieved by the loss of such a fine general, did cup the flame in his
bare hands and place it in a lantern.
The flame has burned since as a constant
reminder of the Primarch's loyalty and fiery temper. The now called "Eternal
Flame", is housed on the Monastery Barge of "Constantius". During High
ceremonies, and the induction of new marines, is the flame bought from the alter, and the
soul of the long passed Primarch blesses us all. Emperor be Praised!
Farewell Veterans
It was whilst patrolling the 'Kolarne Circle' a
densely packed cluster of systems, very close to the Ork warlord's that things started
going wrong. The warp driven teleporters were constantly malfunctioning. Hours before an
intended surface raid. The entire Strike Craft "Storm Horizon", containing the
1st Company's Terminator marines, were lost to the warp. Even the Astropaths of Holy Terra
were unable to locate the ship. Lost for all time it would seem. This led to the loss of
many honored and brave veteran marines, and precious terminator suits. Since that time,
they have been reluctant to bring the few suits left, out of the "Hall of
Heroes" to take place in any battle. Ork Weirdboy interference is suspected, as is a
massive chaos surge, but nothing can be proven.
Every now and then, there are reportings of the
"Storm Horizon" by outstations on the borders of the known universe. Only for it
to disappear again before their very eyes moments later. Only the Emperor may know what
happened on that fateful day. Only he may know what happened to the majority of the White
Scar's 1st company. Perhaps the warp generator is still malfunctioning, phasing between
this world, and the warp. Perhaps they are lost and trying to find the way home. Then
again, perhaps the warp has tainted them into foul servants of chaos. We pray for death in
the case of the later. Or more seriously, the Strike Craft's own machine spirit has
succumbed to the callings of chaos. Forever trapping any survivors. Imperium salvage crews
have been mobilized to the approximate position of four recent sightings. We may learn
more in time.
Machine Priests
These marines are the Masters of practically
anything mechanical. Some time ago, the Adeptus Mechanicus of Mars shared a very small
amount of knowledge with the White Scar's for gratitude of a service they performed. It is
reported that it was in appreciation for the defense of the Imperium from Tyranid 'Hive
Fleet Behemoth.' This is true, in part. The real reason was that the White Scars helped
them to defend Mars against a secret civil war from machines, that had been 'possessed' by
Chaos. An advance form of robot they uncovered was modified and put into testing. These
new machines of war, rather suddenly, broke ranks and developed it's own heirachy. Seeking
to destroy all who were not of their own design, as the original program was intended.
A White Scar cruiser was passing Saturn at the
time on it's way to Holly Terra, when it picked up strange readings from Mars. Knowing how
the Adeptus Mechanicus liked to be left alone, they only sent a small probe to orbit the
planet. In the few seconds before it was destroyed by the planetary defense system, it
picked up transmissions that were totally alien. With this justification they proceeded to
land troops on the planet. Within hours, and after heavy casualties, the threat to Mars
had been eliminated.
Due to the undying thanks expressed by the
Adeptus Mechanicus, and the word of the Commander that it would go no further, three
Techmarines were taken on as apprentices for one year. These are the original Machine
Priests. This knowledge has been invaluable to the force. There is one Priest per company.
Change of Tactics
When the White Scars eventually made the
decision to become totally mobile, certain tactics were changed to fit in with that theme.
For instance, Tactical Squads. Now Tactical squads, leave the heavy support to the vehicle
mounted Devastators, attack bikes, speeders and tanks. Tactical squads, concentrated more
on special weapons, rather than the whole squad to be held up by one marine firing a large
weapon. This has greatly improved the overall tactical use for these troops.
Scout squads were affected in a similar way.
Scouts are now divided into two troop types. 'Storm Bringers' (Snipers) and ' Wind
Runners.' Storm Bringers, use sniper rifles and heavy weapons, from good tactical
positions. Laying down support fire for the main body of the force. They are responsible
for assassination of key force commanders, as they present themselves as open targets.
Wind Runners, are more your advance troops. With their fast movement and choice of
weapons, they are responsible for reporting on troop, tank and commander location and are
there to engage from flanks and rear when the main force arrives.
Initiation
New recruits to the White Scars undergo
horrific disfiguring during the initiation ceremony, and throughout their careers. When
first recruited, a symbolic knife is used to cut the chapter symbol into the right upper
arm. This is quickly seared shut by using the holy 'Eternal Flame' of the Primarch,
Jaghati Khan.
Those that make it through the induction
process, and survive the ordeals of bio-engineering their bodies to be super-humans, are
given the mark of Scouts. This brand, heated by the Eternal Flame is placed on the
uppermost part of the left arm.
When they become fully fledged White Scars, and
are placed into Tactical squads the 'Mark of Devotion' is placed upon them. This takes the
form of a long cut from forehead, over the nose, to the chin. This proud mark is then, as
always, seared shut by the intense flame of their Primarch.
During his lifetime, it is expected that he will
be scarred or tattooed in many other ways for devotion to the chapter, promotion and units
he has served in. By observing the body of a White Scar, you can tell exactly what part of
the chapter he belongs to, and his entire history. It is said that the current Great Khan
'Temuchin,' is covered from head to foot in scars, cuts and tattoos. A truly remarkable
and brave warrior. Each wound is worn like a trophy, with the greatest of pride and
honour.
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SPECIAL RULES
The White Scars are a highly mobile force that
depends on lightning fast raids against the enemy instead of intense and long firefights.
To show their lightning speed, all White Scars have been upgraded with an additional point
of Initiative in their profile.
All White Scars must be mounted in a Rhino,
mounted in a Razorback, on a bike, have a jump pack, pilot a landspeeder, or be a scout.
Since White Scars are so hard to stop once they
gain momentum, they can not consolidate after they win an assault. They must advance.
And They Shall Know no Fear
White Scars automatically regroup as they fall
back, even if the squad is reduced to less than 50% by casualties. If the enemy advances
into them, the White Scars are not destroyed and the advancement of the enemy unit is
treated as a sweeping advance. If the enemy do not advance into them, the White Scars are
free to move, shoot, and assault normally in their following turn.
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RANGED WEAPONS
ORDNANCE

WHITE SCARS ARMOURY
Character can have up to two single-handed
weapons, or a single-handed weapon and a two-handed weapon. You may also pick 100 points
worth of wargear per model, but no model may be given the same item twice. The full rules
for Space Marine wargear may be found in the appendix.
SINGLE-HANDED WEAPONS TWO-HANDED WEAPONS
Bolt pistol 1 pt Bolter 2 pts
Close combat weapon 1 pt Combi-weapons:
Force weapon [Librarians only] 40 pts Bolter-flamer 10 pts
Lighting Claw (single) 25 pts Bolter-grenade launcher 10 pts
Lighting Claw (pair, two choices) 30 pts Bolter-plasma gun 15
pts
Plasma pistol 15 pts Bolter-meltagun 15 pts
Power fist 25 pts Storm bolter 5 pts
Power weapon 15 pts
Storm Shield 10 pts
WARGEAR
Artificer armour (independent characters only) 20 pts
Auspex 2 pts
Bionics 10 pts
Chapter banner (Standard Bearer only) 60 pts
Frag grenades 1 pt
Iron Halo (one per army) 25 pts
Jump pack (independent characters only) 20 pts
Krak grenades 2 pts
Lightning Banner (standard bearer only) 30 pts
Narthecium (Apothecaries only) 25 pts
Master-crafted weapon 15 pts
Melta bombs 5 pts
Psychic hood (Librarians only) 25 pts
Purity Seals 5 pts
Reductor (Apothecaries only) 5 pts
Sacred flame (Standard Bearer or Chaplain only, one or less
per army) 40 pts
Servo-arm (Techmarines only) 15 pts
Signum (Techmarines only) 15 pts
Terminator honours 15 pts
Thunder Lance (bike mounted characters only) 25 points
White Scars bike (independent characters only) 35 pts
VEHICLE UPGRADES
Dozer blade 5 pts
Extra armour 5 pts
Hunter-killer missile 15 pts
Pintle-mounted storm bolter 10 pts
Searchlight 1 pt
Smoke launchers 3 pts
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HQ
White Scars Khan

Options: The Khan may be given any
equipment from the White Scars Armoury.
SPECIAL RULES
Independent Character: Unless accompanied by
a Honour Guard, a Khan is an independent character and follows all the Independent
Character special rules in the Warhammer 40,000 rulebook.
Command Squad: The Khan may be
accompanied by a Honour Guard, see the Honour Guard squad entry for details. Note that the
Khan and the Honour Guard squad count as a single HQ choice.
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White Scars Librarian

Options: The Librarian can be given any
equipment allowed from the White Scars Armoury.
SPECIAL RULES
Independent Character: Unless accompanied by
a Honour Guard, a Librarian is an independent character and follows all the Independent
Character special rules in the Warhammer 40,000 rulebook.
Psychic PowerDisplacement:
The Librarian may attempt to use the Displacement power any time in the movement phase
with no restrictions on Librarians movement. If successful, any White Scar unit
within 4D6" (which may be his own) may be moved an additional 6" this turn with
no effect on their shooting or their assault move. Note that this replaces the
Librarians normal psychic power of Smite.
Command Squad: The Librarian may be
accompanied by a Honour Guard, see the Honour Guard squad entry for details. Note that the
Librarian and the Honour Guard squad count as a single HQ choice.
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White Scars Chaplain

Weapons: Crozius arcanum and rosarius
(cost included in points value).
Options: The Chaplain can be given any
equipment allowed from the White Scars Armoury.
SPECIAL RULES
Independent Character: Unless accompanied by
a Honour Guard, a Chaplain is an independent character and follows all the Independent
Character special rules in the Warhammer 40,000 rulebook.
Command Squad: The Chaplain may be
accompanied by a Honour Guard, see the Honour Guard squad entry for details. Note that the
Chaplain and the Honour Guard squad count as a single HQ choice.
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ELITES
White Scars Veteran Bike Squadron

Squad: The Veteran Bike Squadron consists
of one Sergeant and between three and eight Veterans riding bikes.
Weapons: Each bike is fitted with twin
linked bolters. Each Space Marine carries a bolt pistol.
Options: Frag grenades (+1 points), Krak
grenades (+2 points), Blind grenades (+2), and/or Melta bombs (+5 points) per model. Up to
three models may replace their bolt pistols for flamer (+3), Meltagun (+10), Plasmagun
(+6). Any model may carry a power weapon at a cost of +11 points per model and/or attach a
Thunder Lance to their bike for +15 per model. Sergeant may have a Close Combat Weapon at
+1 point.
Terminator Honours: If lead by a veteran
sergeant with Terminator Honours then the rest of the squad may take Terminator Honours at
a cost of +10 points per model.
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Light Dreadnought

Type: Walker (even though it
hops instead of walking)
Weapons: Dread powerfist with built-in
storm bolter. Choose one weapon from the following list for the other weapon: Plasma
cannon +35, Assault Cannon +25, Twinlinked Lascannons +45, Twin Heavy Bolters +25,
Multimelta +35, Twinlinked Autocannon +30, Missile Launcher +10
Options: The Light Dreadnought may be
equipped with any of the following vehicle upgrades for the cost listed in the White Scars
Armoury: extra armour, searchlight, or smoke launchers. No upgrade may be chosen more than
once per Dreadnought.
The storm bolter may be upgraded to a heavy
flamer at a cost of +10 points
SPECIAL RULES
Moves like jump pack (ie. moves 12",
assaults 6", ignores terrain unless begins or ends movement phase in difficult
terrain, the roll D6. On a 1 it is immobilised instead of destroyed.)
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TROOPS
Tactical Squads

Squad: The squad consists of one Space
Marine Sergeant and between four and nine Space Marines.
Weapons: Bolters. The Sergeant may
replace his bolter with a bolt pistol and close combat weapon at no extra points cost.
Options: Up to two Space Marines in the
squad may be armed with one of the following weapons: flamer at +6 points; meltagun at +10
points; plasma gun at +6 points.
The entire squad may be given frag grenades at
an additional cost of +1 point per model and krak grenades at an additional cost of +2
points per model.
The Sergeant may be upgraded to a Veteran
Sergeant at an additional cost of +15 points.
Transport Vehicle: The entire squad must
be in either a Rhino at an extra cost of +50 points or a Razorback at an extra cost of +70
points (see transport entry for upgrade options).
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Bike Squad

Squad: The squadron consists of one Space
Marine Sergeant and between two to four Space Marines riding bikes.
Weapons: Each bike is fitted with
twin-linked bolters. Each Space Marine biker is armed with a bolt pistol.
Options: Up to two Space Marines in the
squad may be armed with one of the following weapons: flamer at +3 points; meltagun at +10
points; plasma gun at +6 points. At an additional cost of +2 points per model, the squad
may be equipped with blind grenades.
The Sergeant may be armed with a close combat
weapon at +1 point.
The Sergeant may be upgraded to a Veteran
Sergeant at an additional cost of +15 points.
Attack Bike: The squad may have an attack
bike for +50 points. See Attack Bike entry.
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Scout Squad

Squad: The Scout squad consists of one
Space marine Scout Sergeant and between four and nine Space Marine Scouts.
Weapons: Bolt pistol and close combat
weapon.
Options: Any model in the squad may
replace their bolt pistol and close combat weapon with a bolter or a shotgun at no
additional points cost.
The entire squad may be equipped with frag
grenades at an additional cost of +1 point per model, krak grenades at an additional cost
of +2 points per model, and blind grenades at an additional cost of +2 points per model.
The Scout Sergeant can be upgraded to a Veteran Scout Sergeant at an additional cost of
+13 points.
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TRANSPORTS
Rhino

Type: Tank Crew: Space Marines
Weapons: The Rhino is armed with a storm
bolter.
Options: The Rhino may be equipped with
any of the following vehicle upgrades for the cost listed in the Space Marine Armoury:
dozer blades, extra armour, hunter-killer missile, pintle-mounted storm bolter,
searchlight, smoke launchers.
Transport: The Rhino can carry up to ten
Space marines in Power Armour.
Razorback

Type: Tank Crew: Space Marines
Weapons: The Razorback is armed with
twin-linked heavy bolters.
Options: The Razorback may be equipped
with any of the following vehicle upgrades for the cost listed in the Space Marine
Armoury: dozer blades, extra armour, hunter-killer missile, pintle-mounted storm bolter,
searchlight, smoke launchers.
Transport: The Razorback can carry up to
six Space marines in Power Armour.
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FAST ATTACK
Assault Squad

Squad: The squad consists of one Space
Marine Sergeant and between four and nine Space Marines.
Weapons: Bolt pistol, close combat
weapons and frag grenades. The whole squad is equipped with jump packs.
Options: The entire squad may be given
frag grenades at an additional cost of +1 point per model and/or melta bombs at an
additional cost of +4 points per model. Up to two models per squad may be equipped with
plasma pistols at +5 points each.
The Sergeant may be upgraded to a Veteran
Sergeant at an additional cost of +15 points.
SPECIAL RULES
Deep Strike: Space Marine models with jump
packs may Deep Strike. See the Jump Pack rules in the Wargear section.
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Land Speeder Squadron

Squad: Land speeders are fielded in
squadrons of between one to three vehicles.
Type: Fast, Skimmer. Note that the crew
is wearing power armour, so the land speeder does not count as open-topped.
Crew: Space Marines
Weapons: Heavy bolter.
Options: The heavy bolter can be upgraded
to a multi-melta for an additional cost of +15 points.
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Land Speeder Tornado

Type: Fast, Skimmer. Note that the crew
is wearing power armour, so the land speeder does not count as open-topped.
Crew: Space Marines
Weapons: Heavy bolter plus a heavy
flamer.
Options: The heavy bolter can be upgraded
to a multi-melta for an additional cost of +15 points, and the heavy flamer may be
upgraded to an assault cannon at an additional cost of +10 points.
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Land Speeder Typhoon

Type: Fast, Skimmer. Note that the crew
is wearing power armour, so the land speeder does not count as open-topped.
Crew: Space Marines
Weapons: Heavy bolter plus a twin-linked
Typhoon missile launcher.
Options: The heavy bolter can be upgraded
to a multi-melta for an additional cost of +15 points.
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HEAVY SUPPORT
Attack Bike Squadron

Squad: The squad consists of between one
and three Space Marine Attack bikes.
Weapons: Each bike is fitted with
twin-linked bolters and a pintle-mounted heavy bolter. Each Space Marine rider has a bolt
pistol.
Options: Each attack bike can replace
its heavy bolter with a multi-melta for +15 points.
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Predator

Type: Tank Crew: Space Marines
Weapons: Predator is armed with one
turrent-mounted weapon from the following list: twin-linked lascannon at +35 points or an
autocannon at +15 points.
Options: The Predator may be equipped
with any of the following vehicle upgrades: dozer blades, extra armour, hunter-killer
missile, pintle-mounted storm bolter, searchlight, smoke launchers. No upgrade may be
chosen more than once per vehicle.
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Whirlwind

Type: Tank Crew: Space Marines
Weapons: The Whirlwind is armed with a
turrent-mounted multiple missile launcher.
Options: The Whirlwind may be equipped
with any of the following vehicle upgrades: dozer blades, extra armour, hunter-killer
missile, pintle-mounted storm bolter, searchlight, smoke launchers. No upgrade may be
chosen more than once per vehicle.
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APPENDIX
WARGEAR
Artificer Armour
Artificer armour is built by master craftsmen and offers even greater protection than a
normal suit of Space Marine power armour. It may be taken as an upgrade for a model
wearing power armour and increases the armours save to 2+.
Auspex An auspex is a
short-ranged scanner used by Space Marines to detect hidden enemy troops. If enemy
infiltrators set up within 4D6" of a model with an auspex, then the model is allowed
to take a free shot at them (or sound the alarm in a Raid scenario). If the
model is part of a unit then the whole unit may shoot. These shots are taken before the
battle begins, and may cause the infiltrators to fall back. The normal shooting rules
apply.
Bionics Bionics allow a
Space Marine who has suffered a crippling injury to return to service, but are unlikely to
improve or enhance his abilities. However, there is a chance an attack or shot will hit a
bionic part causing less damage. To represent this, if a model with bionics is killed,
instead of removing it, place the model on its side. Roll a D6 at the start of the next
turn: on a roll of a 6 the model is stood back up with 1 wound, but on any other roll, it
is removed as a casualty.
Chapter Banner Chapter
banners combine the effect of a sacred flame with a Lightning Banner.
Combi-weapons These are
basically two weapons joined together, giving the Space Marine a choice of two weapons to
fire instead of one. A Space Marine who is armed with a combi-weapon may choose which of
the weapons he is going to use in the shooting phase. The bolter may be fired any number
of times, but the other weapon may only be fired once per battle. Note that you may not
choose to fire both weapons at the same time.
Crozius Arcanum Treat
this badge of honour as a power weapon.
Force Weapon Force
weapons are potent psychic weapons that can only be used by a trained psyker such as a
Librarian. They are treated as a power weapon, but can unleash a psychic attack that can
kill an opponent outright. Roll to hit, to wound and to save as normal. Then, as long as
at least one wound has been inflicted, make a Psychic test for the psyker against one
opponent wounded by the weapon. The normal rules for using psychic power apply, and you
can not use another ability in the same turn. If the test is passed then the opponent is
slain outright, no matter how many wounds it has (but count the actual amount inflicted
for determining which side won the assault).
Iron Halo The Iron Halo
is a special reward given to Space Marine who show exceptional initiative or bravery in
battle. In game terms it has the same effect as a rosarius, giving the model a 4+
invulnerable save that may be used instead of the models normal armour save. No more
than one model per army have an Iron Halo.
Jump Packs Jump packs
allow models to move 12" per turn in the move phase, and ignore difficult terrain as
they move. Characters with a squad may only have jump packs if every other model in the
unit has a jump pack also. Space Marine models who are wearing jump packs can be set up
using Deep Strike rules, but only if the mission being played allows for Deep
Strike to be used. If not, then the model(s) must set up as normal.
Lightning Banner Any
White Scar model within 6" of the bearer of the Lightning Banner gains +1 attack.
Lightning Claws
Lightning claws count as a power weapon and the model wearing them may re-roll any to
wound rolls that fail to wound. Models who are armed with Lightning claws only receive the
+1 Attack modifier for an additional close combat weapon if the second weapon is also
another Lightning claw, as they are generally used as a pair.
Master-Crafted Weapons A
master-crafted weapon follows the normal rules for the weapon, except that you may re-roll
one failed to hit roll per turn. The cost listed in the Wargear section is in addition to
the cost of the weapon itself. However, only the upgrade costs are taken against the 100
points limit on wargear.
Narthecium Narthecium is
the name given to the medi-packs used by Space marine Apothecaries. They allow you to
ignore the first failed armour save each turn for the unit the Apothecary is with. The
Narthecium may not be used on any model that has suffered Instant Death or
that is hit by a weapon that allows no armour save. It may not be used if the Apothecary
is in hand-to-hand combat.
Psychic Hood Psychic
hoods allow a Space Marine Librarian to nullify an opposing psychics power. Declare
that youll use the Psychic hood after an opponent has successfully made a Psychic
test, but before they have used the power. Each player then rolls a D6 and adds their
models Leadership value to the score. if the Space Marine Librarian beats the
opposing models score then the psychic power is nullified and may not be used that
turn. If the opposing models score is equal or higher, it may use its psychic power
as normal.
Purity Seals If a model
who is wearing purity seals falls back, roll one extra D6 for its fall back distance, and
then pick the D6 results you want in order to determine the distance fallen back. If a
model with purity seals is part of a unit, then this ability applies to the whole unit.
Reductor The reductor is
one of the devices used by an Apothecary to retrieve the progenoid gland from fallen Space
Marines. When playing a scenario that uses victory points to determine the winner, you
will get 1 victory point back for each slain marine at the end of the battle, but only if
the Apothecary is still alive himself.
Rosarius Chaplains wear
a rosarius, a small amulet bestowed upon them by the Council of Terra. The rosarius
generates a small energy field that provides the Chaplain with an invulnerable 4+ save
which may be taken instead of the Chaplains normal armour save.
Sacred Flame A model
bearing a sacred flame may reveal it once per battle. This may be done at any time, as
long as the model with the flame does not move during the same turn as it is revealed. On
the turn the flame is revealed all White Scars within 2D6" get a +1 Strength bonus
for the rest of that turn. Note that the relic may be revealed in an opposing
players turn if you wish.
Servo-Arm Many
Techmarines are equipped with a powerful servo-arm that can be used to carry out hasty
battlefield repairs. The servo-arm counts as a power fist in close combat that always hits
on a 4+ and is rolled separately from the Techmarines own Attacks. in addition it
may be used to at the start of any Space marine turn to repair an immobilised vehicle that
is in base contact with the techmarine. On a D6 roll of 6, the vehicle is repaired and can
move normally.
Signum The signum is a
special form of communication device that allows the Techmarine to access a myriad of
useful battlefield information, and then pass it on to his fellow battle brothers. In game
terms it allows you to re-roll, each turn, one missed to hit shooting roll for the Command
squad that the Techmarine belongs to.
Storm Shield A storm
shield is a small metal shield that has an energy field generator built into it. The
energy field is too small to be of much use against ranged attacks, but is very useful in
close combat. A model that has a storm shield may take a 4+ invulnerable save in close
combat, instead of its normal armour save. The save may only be used against one opponent
per turn.
Terminator Honours A
model with Terminator honours adds +1 to its Attacks. Note that this bonus is included in
the characteristics of Veteran Sergeants.
Thunder Lance The only
time a lance can be used is when assaulting, and if assaulted or past the first round of
hand to hand it has no effect. The attack is treated as a single attack that counts as a
power fist but if it hits a vehicle, will automatically cause Crew Shaken and
any models wounded but not killed by it will not be able to attack until the end of the
next assault phase. The lance always strikes first due to it's very long length.
White Scars Bike These
bikes are fitted with twin-linked bolters and increase the riders Toughness by +1
point. Space Marine Characters that are part of a unit may only have a bike if the rest of
the unit has one also.
VEHICLE UPGRADES
Dozer Blade Vehicles
equipped with dozer blades can re-roll a failed Difficult Terrain test as long as they are
not going to be moving more than 6" that turn.
Extra Armour Some Space
Marine vehicle crews add additional armour plating to their vehicles to provide a little
extra protection. Vehicles equipped with extra armour count crew stunned
results on the Vehicle Damage tables as crew shaken result instead.
Hunter-Killer Missile
Hunter-killer missilesare a common upgrade for Imperial vehicles. They are treated as a
krak missile with unlimited range and can only be used once per battle.
Pintle-Mounted Storm bolter
Pintle-mounted storm bolters are fixed to the outside of a vehicle and can either be used
by a crewman from an open hatch or by remote control from inside the vehicle. They are
treated as an extra storm bolter that can be used in addition to any other weapons the
vehicle has. Note that this means if a vehicle moves it can fire one weapon and the
pintle-mounted storm bolter.
Searchlight Searchlights
are only of any use in missions where the rules for night fighting are being used. They
allow one enemy unit spotted by the vehicle to be fired at by any other Space Marines that
are in range and have line of fire. However, a vehicle that uses a searchlight can be
fired on by any enemy units in their next turn, as they can see the searchlights shining
out into the dark.
Smoke Launchers Some
vehicles have small launchers mounted onto them that carry smoke charges (or a more
sophisticated equivalent in the case of skimmers). These are used to temporarily hide the
vehicle behind concealing clouds of smoke especially if the vehicle is moving out in the
open. Once per game, after completing its move, a vehicle with smoke launchers can trigger
them (it doesnt matter how far it moved). The vehicle may not fire in the same turn
as it used its smoke launchers, but any penetrating hits scored by the enemy in their next
shooting phase count as glancing hits. After the enemys turn is over, the smoke
disperses with no further effect.
Z I I I I I I I I I I I I I I I I I I I I I I
I I I I Z
©, , and/or ®: This document, in no way,
was intended to challenge Games Workshops rights to Warhammer 40k and should not be
taken as such. This document was made solely for enjoyment purposes and will not be sold.
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