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CODEX
HQ TROOPS
Born in the Saddle skilled rider & ability to use two weapons in combat while riding sm bike for
every bike/attack bike riding unit & character
Rapid Warfare White Scars are truly masters of fast and hard-hitting strikes, quickly reacting to
enemy`s redeployments. All White Scars bike mounted models except units including attack bikes
have counter-attack and hit&run USR
Outflankers White Scars often use their most grizlied veterans for suprising and devasting flank
attacks. Any unit or model with that rule may outflank.
Leave no Brother Behind white scars units not mounted on bikes nor having jump packs, must
buy dedicated transport, start the battle onboard non-dedicated transport or deep strike in case of
terminators
Tribal having tribal-like organisation, white scars prefer to fight in packs or herds, main points of
their strategy lay elsewhere. They do not have combat squad special rule neither combat tactics rule
Wargear
Power Lance used by white scars in bike charges, it`s power weapon that confers + 1 S & I to a
wielder in turn he charges or counter attacks, in subsequent turns of combat he gets 1 I and no
strenght bonus due to difficulties of fighting with lance in stationary combat
Healer`s Mark some Wanderers are skilled with both tribal and technologicaly advanced
medicine. Model with a healer`s mark confers FNP USR to all models in his unit
Horse Tail Talisman imbued with power by Storm Seers, gives wielder and the unit he is with the
ability to re-roll failed counter-attack and hit & run tests
Augmented Bike modified by chapter`s techmarines rises T of the rider to 5, armed with storm
bolter
HQ
1. Kagan / 130 Points
WS BS S T W I A LD Save
6 5 4 4 3 5 3 10 3+/4++
Unit Composition: 1 Kagan
Special Rules:
ATSKNF
Born in the saddle
Rapid warfare
Independent character
Strategist friendly units that choose to outflank add +1 to reserve rolls if they passed ld test,
checking whether they are able to coordinate their position with the whole battle plan. Check for
each outflanking unit before the battle
Iron halo 4++ save
Master of the hunt master of the hunt & unit he joines may re-roll failed to wound roll vs t5 and
monstrous creatures
Wargear:
Bolt pistol, cloce combat weapon, frag and krak grenades, power armour, bike, iron halo
Options:
May replace bolt pistol and/or close combat weapon with:
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power weapon or a lighting claw
(+20) a power lance
(+20) a storm shield
(+25) a power fist
(+30) a thunder hammer
May replace power armour with:
(+15) an artificer armour
May also:
(+5) take a horse tail talisman
(+5) take melta bombs
(+10) take digital weapons
(+10) take hellfire rounds
(+10) have an augmented bike
Single Kagan may be upgraded to:
(+20) a Master of the Hunt
WS BS S T W I A LD Save
5 4 4 4 2 4 2 10 3+
Wargear:
Bolt pistol, force weapon, frag and krak grenades, power armour
Psychic Powers:
A Storm Seer has any two of the following powers:
1) Thundercharge assault phase, caster and unit he joines gain furious charge USR for this assault
phase
2) Force dome as SM librarian
3) Speed of the wind shooting phase, can be cast on all non-vehicle unit, caster and unit he joines
gain fleet USR
4) Khan`s blessing assault phase, may choose model within 6`, that model gains +1 WS, S, T, I &
A until next white scars player turn
5) Veil of night enemy shooting phase, seer and any unit he joines is targeted according to night
fight rules (all other modifiers like acute sensen apply)
6) Chain-lighting psychic shooting attack, range 24`, 2d6 s 4 ap 6 rending hits
7) Whirlwind psychic shooting attack, range 24`, pinning test for targeted unit if passed in their
next turn they move as in both difficult and dangerous terrain
8) Hunter`s spear psychic shooting attack, range 18`, s x ap 2, wounds on 2+, vs vechicles count
as s 9, hits all models in direct line up to maximum range
9) Power of the elements psychic shooting attack, range unlimited, affects unit within or 6` away
from terrain, unit takes d6 s 4 ap 6 hits + one additional hit for every wounded model (keep rolling),
cover saves may not be taken againts that power, you cannot gain additional hits against vehicles,
but they are hit on a back armour
Options:
May be upgraded:
(+50) to a Storm Prophet
May replace bolt pistol with:
(free) a boltgun
(+3) a storm bolter
(+15) a combi-flamer/melta/plasma
(+15) a plasma pistol
May take any of the following:
(+5) melta bombs
(+5) Horse Tail Talisman
May exchange all wargear for terminator armour, force weapon and:
(+30) a storm bolter
(+35) a combi-flamer/melta/plasma
(+45) a storm shield
If terminator armour is not chosen may take one of the following:
(+25) Jump pack
(+30) Space Marine bike
3. Herd`s Cheeftain / 70 Points
WS BS S T W I A LD Save
5 5 4 4 2 5 3 9 3+
Special Rules:
ATSKNF
Born in the saddle
Rapid warfare
Outflanker
Independent character
Wargear:
Bolt pistol, cloce combat weapon, frag and krak grenades, power armour
Options:
May replace bolt pistol and/or close combat weapon with:
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power weapon or a lighting claw
(+20) a power lance
(+20) a storm shield
(+25) a power fist
(+30) a thunder hammer
May replace power armour with:
(+15) an artificer armour
May also:
(+5) take a horse tail talisman
(+5) take melta bombs
(+10) take digital weapons
(+10) take hellfire rounds
(+10) have an augmented bike
May exchange all wargear for:
(+40) terminator armour, power weapon and storm bolter
Terminator armour`s storm bolter may be replace with:
(+5) a combi-flamer/melta/plasma
(+10) a lighting claw
(+20) a thunder hammer
Terminator armour`s power weapon may be replace with:
(+5) a lighting claw
(+10) a power fist
(+15) a storm shield, a chainfist or a thunder hammer
If terminator armour is not chosen may take one of the following:
(+25) Jump pack
(+30) Space Marine bike
0. Kagan Guards / 190
You may take one unit of Kagan Guards for every HQ choice not counting Kagan Guards
themselves.
WS BS S T W I A LD Save
4 4 4 4 1 4 2 9 3+
5 4 4 4 1 4 3 9 3+
Unit Composition:
4 Kagan Guards
Wayfarer
Special Rules:
ATSKNF
Born in the saddle
Rapid warfare
Outflankers
Wargear:
bolt pistol, close combat weapon, frag and krak granades, power armour, bike
wayfarer also has a healer`s mark
Options:
Unit may have:
(+40/50) attached attack bike armed with heavy bolter or multi-melta
Unit may upgrade:
(+15/30) one Kagan Guard to carry Company Standard or Chapter Banner
(+20) one Kagan Guard to a Herd Champion with a power lance and a combat shield
Any Kagan Guard may replace their bolt pistol or close combat weapon with:
(+5) a flamer
(+10) a meltagun
(+10) a combi-flamer/melta/plasma
(+15) a plasmagun
(+15) a plasma pistol
(+15) a power weapon or a lighting claw
(+20) a power lance
(+25) a power fist
(+30) a thunder hammer
Any Kagan Guard may also:
(+3) upgrade their bikes` twin-bolter to storm bolter
(+3) take hellfire rounds
(+5) take melta bombs
(+20) take a storm shield
ELITES
1. Wanderer / 100
WS BS S T W I A LD Save
5 4 4 4 2 4 2 9 3+
Special Rules:
ATSKNF
Born in the saddle
Rapid warfare
Outflanker
Independent character
Honour of the chapter wanderer and any unit he joins are fearless
Oath of war as SW Wolf priest
Khan`s shard 4++ save
Wargear:
Bolt pistol, crozius arcanum, frag and krak grenades, power armour, khan`s shard
Options:
May replace bolt pistol with:
(free) a boltgun
(+3) a storm bolter
(+15) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power fist
May take any of the following:
(+5) melta bombs
(+5) Horse Tail Talisman
(+10) digital weapons
(+20) Healer`s Mark
May exchange all wargear for terminator armour, rosarius, crozius arcanum and:
(+30) a storm bolter
(+35) a combi-flamer/melta/plasma
If terminator armour is not chosen may take one of the following:
(+25) Jump pack
(+30) Space Marine bike
WS BS S T W I A LD Save
4 4 4 4 1 4 2 9 3+
Wargear:
bolt pistol, close combat weapon, frag & krak granades, power armour, bike
Options:
(+30 each) May include up to seven additional Old Scar Bikers:
Up to two Old Scars may replace their bolt pistols with:
(+5) a flamer
(+10) a meltagun
(+15) a plasmagun
Up to three Old Scars may exchange their bolt pistols and/or close combat weapons with:
(+15) a power weapon or lighting claw
(+20) a power lance
(+25) a power fist
(+30) a thunder hammer
Any Old Scar may:
(+3) upgrade their bikes` twin-bolter to storm bolter
(+3) take hellfire rounds
(+5) take melta bombs
Any Old Scar may replace his bolt pistol and/or close combat weapon with:
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+20) a storm shield
3. Herd`s smith
WS BS S T W I A LD Save
4 4 4 4 1 4 1 8 2+
3 3 3 3 1 3 1 8 4+
3 3 3 3(4) 1 3 1 8 4+
Special Rules:
ATSKNF
Rapid warfare
Born in the saddle
Leave no Brother Behind
Blessing of the Omnissiah
Wargear:
artificer armour, frag and krak grenades, servo-armi, bolt pistol and close combat weapon
Options:
May upgrade servo-arm:
(+25) to servo-harness
May replace bolt pistol and/or close combat weapon with:
(free) a boltgun
(+3) a storm bolter
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power weapon
(+20) a power lance
(+30) a thunder hammer
May also take:
(+30) a space marine bike
As SM Techmarine
+ 30 bike
Instead of servitors, he may take bike-servitor unit (1-4 models, 20 per model) while mounted on
bike, they have space marine bike, servo-arm, two may upgrade their bikes twin-bolters with
flamer/meltagun/plasmagun (+5/10/15)
WS BS S T W I A LD Save
4 4 4 4 1 4 2 9 2+/5++
Unit Composition:
4 Assault Terminators
Assault Terminator Sergeant
Special Rules:
ATSKNF
Leave no Brother Behind
Wargear:
terminator armour, lighting claws
Dedicated Transport:
Must select Land Raider Dedicated Transport (of any type) or deep strike onto the battlefield
Options:
May include:
(+40 each) up to 5 more Assault Terminators
Any model may replace his lighting claws with:
(+5) a storm shield and a thunder hammer
Unit Composition:
4 Terminators
Terminator Sergeant
Special Rules:
ATSKNF
Leave no Brother Behind
Wargear:
terminator armour, storm bolter and power fist (sergeant has power sword instead)
Dedicated Transport:
Must select Land Raider Dedicated Transport (of any type) or deep strike onto the battlefield
Options:
May include:
(+40 each) up to 5 more Terminators
Any model may replace his power fist with:
(+5) a chainfist
For every 5 terminators one terminator may choose to:
(+5) replace his storm bolter with heavy flamer
(+30) replace his storm bolter with an assault cannon
(+30) add a cyclone missile launcher
WS BS S T W I A LD Save
4 4 4 4 1 4 2 9 3+
4 4 4 4 1 4 2 9 3+
Unit Composition:
4 Sternguard Veterans
Sternguard Champion
Special Rules:
ATSKNF
Leave no Brother Behind
Wargear:
bolt pistol, bolter with special issue ammunition, frag and krak granades, power armour
Dedicated Transport:
They must select a rhino, a razorback or a drop pod as a dedicated transport
Options:
May include:
(+25 each) up to five additional Sternguard Veterans
Any model may replace his bolter with
(+5) a combi-flamer/melta/plasma
Up to two models may replace his bolter with:
(+5) a flamer, meltagun, heavy bolter, multi-melta or missile launcher
(+10) a plasma gun, plasma cannon or heavy flamer
(+15) a lascannon
Sternguard`s Champion may replace bolt pistol and/or bolter:
(free) a close combat weapon
(+15) a plasma pistol
(+15) a power weapon or lighting claw
(+25) a power fist
TROOPS
1. White Scars Bike Herd / 80 Points
WS BS S T W I A LD Save
4 4 4 4 1 4 1 8 3+
4 4 4 4 1 4 2 9 3+
Unit Composition:
2 White Scars Bikers
White Scars Bike Champion
Special Rules:
ATSKNF
Rapid warfare
Born in the saddle
Fire support Bike units often use Attack Bike Squadrons as a fire support, which harass the
enemy just before the charge of the main unit. For every full unit of White Scars Bikers (means 10
bikes and attached Attack Bike does not count for this rule) you can take one Attack Bike
Squadron as a Troop choice.
Wargear: power armour, space marine bike, bolt pistol and close combat weapon, frag and krak
granades
Options:
(+25 each) may include up to 7 additional bikers
(+40/50)may add one heavy bolter o multi-melta armed attack bike to the herd
Up to two bikers may replace their bolt pistols with:
(+5) a flamer
(+10) a meltagun
(+15) a plasmagun
Bike champion may replace his bolt pistol and/or close combat weapon:
(+10) a combi-flamer/melta/plasma
(+15) a power weapon or a lighting claw
(+15) a plasma pistol
(+20) a power lance
(+20) a storm shield
(+25) a power fist
Bike champion may alto take:
(+5) melta bombs
WS BS S T W I A LD Save
3 3 4 4 1 4 1 8 4+
4 4 4 4 1 4 2 9 4+
Unit Composition:
4 White Scars Young Bloods
Young Bloods Champion
Special Rules:
ATSKNF
Move trough cover
Infiltrate
Scouts
Eyes and ears of the brotherhood they must start the game outside player`s deployment zone
(infiltrate + scouts), start the game in reserves or outflank or take dedicated transport
Wargear:
bolt pistol, close combat weapon, frag and krak granades, scout armour
Dedicated Transport:
May select a Land Speeder Storm as a dedicated transport
Options:
May include:
(+13 each) up to 5 more Young Bloods
Any model may replace close combat weapon with:
(free) a boltgun, a shotgun or a sniper rifle
One model may replace his close combat weapon with
(+10) heavy bolter with hellfire shells or missile launcher
Young Blood Champion may replace bolt pistol and/or close combat weapon with:
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power weapon
(+25) a power fist
Young Blood Champion may take:
(+5) melta bombs
(+15) a teleport homer
The whole squad may take:
(+3 per model) camo cloaks
WS BS S T W I A LD Save
4 4 4 4 1 4 1 8 3+
4 4 4 4 1 4 2 9 3+
Unit Composition:
4 Tactical Marines
Tactical Champion
Special Rules:
ATSKNF
Leave no Brother Behind
Wargear:
bolt pistol, bolter, frag and krak granades, power armour
Dedicated Transport:
They must select a rhino, a razorback or a drop pod as a dedicated transport
Options:
May include:
(+15 each) up to five additional Tactical Marines
Any model may replace bolter with
(free) a close combat weapon
One model may replace his bolter with:
(free) a flamer
(+5) a meltagun
(+10) a plasmagun
If squad numbers ten models, one Tactical Marine may replace his bolter with:
(free) a missile launcher, a multi-melta or a heavy bolter
(+5) a plasma cannon
(+10) a lascannon
or take a second assault weapon at the cost mentioned above
Tactical Champion may replace bolt pistol and/or close combat weapon with:
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power weapon
(+25) a power fist
FAST ATTACK
1. White Scars Young Blood Bike Herd / 60 Points
WS BS S T W I A LD Save
3 3 4 4 1 4 1 8 4+
4 4 4 4 1 4 2 9 4+
Unit Composition:
2 White Scars Young Blood Bikers
White Scars Young Blood Biker Champion
Special Rules:
ATSKNF
Rapid warfare
Born in the saddle
Infiltrate
Scouts
Wargear:
bolt pistol, close combat weapon, frag and krak granades, scout armour, bike
Options:
Unit may include:
(+20 each) up to seven additional Young Blood Bikers
Up to 3 models may replace their bike`s twin-bolters with:
(+10) an astartes grenade launcher
Young Blood Biker Champion may replace his bolt pistol and/or close combat weapon with:
(+10) a combi-flamer/melta/plasma
(+15) a plasma pistol
(+15) a power weapon or a lighting claw
(+20) a power lance
(+25) a power fist
Young Blood Biker Champion may also take:
(+5) melta bombs
(+25) a locator beacon
The whole squad can be equipped with:
(+10) cluster mines
WS BS S T W I A LD Save
4 4 4 4 1 4 2 9 3+
4 4 4 4 1 4 2 9 3+
Unit Composition:
4 Vanguard Veterans
Vanguard Champion
Special Rules:
ATSKNF
Leave no Brother Behind
Wargear:
bolt pistol, close combat weapon (champion has power sword instead), frag and krak granades,
power armour
Dedicated Transport:
They must select a rhino, a razorback or a drop pod as a dedicated transport unless they have jump
packs
Options:
May include:
(+20 each) up to five additional Vanguard Veterans
The entire unit may have:
(+10 each) jump packs
Any model may replace his bolter with
(+5) melta bombs
Any model may replace bolt pistol and/or close combat weapon:
(+15) a plasma pistol, a power weapon a lighting claw
(+20) a storm shield
(+25) a power fist
(+30) a thunder hammer
Vanguards`s Champion may replace his power sword with:
(+10) a power fist
(+15) a thunder hammer
Special Rules:
Deep Strike
Options:
Any Land Speeder may take:
(+15) extra armour
Any Land Speeder may replace its heavy bolter with:
(free) heavy flamer
(+10) multi-melta
Any Land Speeder may be upgraded with one of the following:
Typhoon pattern:
(+40) a Typhoon missile launcher
Tornado pattern:
(+10) heavy bolter
(+10) heavy flamer
(+20) multi-melta
(+40) assault cannon
WS BS S T W I A LD Save
4 4 4 4 1 4 1 9 3+
4 4 4 4 1 4 2 9 3+
Unit Composition:
4 Assault Marines
Assault Champion
Unit Type: Jump Infantry
Special Rules:
ATSKNF
Leave no Brother Behind
Wargear:
bolt pistol, close combat weapon, frag and krak granades, power armour, jump packs
Dedicated Transport:
They must select a rhino, a razorback or a drop pod as a dedicated transport for free if they remove
their jump packs
Options:
May include:
(+18 each) up to five additional Assault Marines
For every five assault marines one may replace his bolt pistol with
(+10) a flamer
(+15) a plasma pistol
Assault Champion may replace bolt pistol and/or close combat weapon:
(+15) a plasma pistol, a power weapon a lighting claw
(+20) a storm shield
(+25) a power fist
(+30) a thunder hammer
Assault Champion may take:
(+5) melta bombs
(+5) combat shield
HEAVY SUPPORT
1. Attack Bike Squadron / 40 Points per model
WS BS S T W I A LD Save
4 4 4 4(5) 2 4 2 8 3+
Special Rules:
ATSKNF
Born in the saddle
Wargear: power armour, space marine bike, heavy bolter, frag and krak granades, bolt pistol and
close combat weapon
Options:
(+10) Any Attack Bike may upgrade its heavy bolter to a multi-melta
2. Land Speeder Tempest Squadron / 70 Points per model
Special Rules:
Deep Strike
Options:
Any Land Speeder may take:
(+15) extra armour
Any Land Speeder may replace its heavy bolter with:
(free) heavy flamer
(+10) multi-melta
Any Land Speeder may be upgraded with one of the following:
Typhoon pattern:
(+40) a Typhoon missile launcher
Tornado pattern:
(+10) heavy bolter
(+10) heavy flamer
(+20) multi-melta
(+40) assault cannon
3. Predator / 60 Points
Options:
(+45) Replace autocannon with twin-linked lascannon
(+25) May take side sponsons with heavy bolters
May take any of the following
(+10) storm bolter
(+10) a hunter-killer missile
(+5) a dozer blade
(+15) extra armour
4. Whirlwind / 85 Points
Options:
May take any of the following
(+10) storm bolter
(+10) a hunter-killer missile
(+5) a dozer blade
(+15) extra armour
Options:
May take any of the following
(+10) a storm bolter
(+10) a hunter-killer missile
(+5) a dozer blade
(+10) a siege shield
(+15) extra armour
Wargear: searchlight, ceramite plating, twin-linked heavy bolter, twin-linked assault cannon, 4
stormstrike missiles
Transport Capacity: 12 models
Special Rules:
Assault Vechicle
Deep Strike
Power of the Machine Spirit
Storm Skies
Options:
Replace twin-linked heavy bolter with:
(free) twin-linked multi-melta
(+25) typhoon missile launcher
Replace twin-linked assault cannon with:
(free) twin-linked plasma cannon
(free) twin-linked lascannon
Can take side sponsons with:
(+30) hurricane bolters
May take any of the following
(+15) a locat beacon
(+15) extra armour
DEDICATED TRANSPORTS
1. Rhino / 35 Points
Transport Capaticy:
Ten models
Special Rules:
Repair
Options:
May take any of the following
(+10) a storm bolter
(+10) a hunter-killer missile
(+5) a dozer blade
(+15) extra armour
2. Razorback / 40 Points
Front Side Back BS
11 11 10 4
Transport Capaticy:
Six models
Options:
May replace twin-linked heavy bolter with:
(free) twin-linked heavy flamer
(+35) twin-linked assault cannon
(+35) twin-linked lascannon
(+35) lascannon and twin-linked plasmagun
May take any of the following
(+10) a storm bolter
(+10) a hunter-killer missile
(+5) a dozer blade
(+15) extra armour
Transport Capaticy:
Twelve models
Special Rules:
Inertial Guidance System
Immobile
Drop Pod Assault
Options:
May replace storm bolter with:
(+20) a deathwind missile launcher
May take:
(+10) a locat beacon
Wargear: twin-linked heavy bolter, smoke launchers, two twin-linked lascannons, searchlight
Transport Capaticy:
Ten models
Special Rules:
Assault Vechicle
Power of the Machine Spirit
Options:
May take any of the following
(+10) a storm bolter
(+10) a hunter-killer missile
(+10) a multi-melta
(+15) extra armour
Wargear: twin-linked assault cannon, smoke launchers, two hurricane bolters, searchlight, frag
assault launchers
Transport Capaticy:
Sixteen models
Special Rules:
Assault Vechicle
Power of the Machine Spirit
Options:
May take any of the following
(+10) a storm bolter
(+10) a hunter-killer missile
(+10) a multi-melta
(+15) extra armour
6. Land Raider Redeemer / 240 Points
Wargear: twin-linked assault cannon, smoke launchers, two flamestorm cannons, searchlight, frag
assault launchers
Transport Capaticy:
Twelve models
Special Rules:
Assault Vechicle
Power of the Machine Spirit
Options:
May take any of the following
(+10) a storm bolter
(+10) a hunter-killer missile
(+10) a multi-melta
(+15) extra armour
Special Rules:
Deep Strike
Scouts
Transport Capacity:
5 models (Young Bloods only)
Options:
May replace heavy bolter with:
(+10) a heavy flamer
(+10) a multi-melta
(+35) an assault cannon