smog plate — not savedSons of the Great Khan
“Strike Swiftly, Strike True”
Born of the plains of Chogoris, the White Scars ride to war on growling bikes and howling steeds of steel, honouring the memory of the Great Khan who vanished into the Eye of Terror in pursuit of Horus. They wage war as their primarch taught them: never remain static, never present an easy target, and always keep the enemy guessing where the next hammer blow will fall. Their bike squadrons and assault companies encircle foes in storms of bolter fire before the Scars close for the kill with chainblade and lance, screaming the names of their ancestors. To the White Scars, glory is fleeting and speed is eternal — a warrior who is not moving is a warrior already dead.
Army Rule
Model with this ability that Advance can still shoot Assault weapons this turn (without the usual penalty), and can charge even if they Advanced. Additionally, at the start of the Fight phase, each unit from your army within Engagement Range of one or more enemy units that Advanced or fell back this turn can, if it has not already, move.
Once per turn, when a unit with this rule that Advanced or Fell Back finishes a move, you can pick one enemy unit within 6" of it and roll one D6, adding 1 if the unit that moved has 10 or more models. On a 4+, that enemy unit suffers D3 mortal wounds.
2 available
Lightning Assault
Once per battle round, when a unit from your army that has the Born in the Saddle ability is selected to move in the Movement phase, you can select it to make a Lightning Assault instead: it can move, then act as though it had made a Normal move for the rest of the phase, but at the end of the phase must end within 12" of its starting position.
Melee weapons equipped by the bearer have the [LETHAL HITS] ability and their Damage characteristic is improved by 1.
Add 6" to the Range characteristic of ranged weapons equipped by the bearer.
The bearer has a 5+ invulnerable save, and this is improved to a 4+ invulnerable save against attacks made in the Fight phase.
While the bearer's unit is within Engagement Range of one or more enemy units, models in that unit have the [FEEL NO PAIN 5+] ability.
Encircling Fusillade
Each time a model equipped with a Pistol or Assault weapon in this detachment makes an attack against a unit that is not within Engagement Range of any friendly units, that attack's Armour Penetration characteristic is improved by 1.
Once per battle, when the bearer destroys an enemy unit, you gain 1 CP.
Add 2" to the Move characteristic of the bearer.
The bearer's melee weapons have the [DEVASTATING WOUNDS] ability.
While the bearer is leading a unit, each time that unit Advances, add 3" to the Advance roll instead of rolling a D6.
6 stratagems
BATTLE TACTIC · Your turn phase
Use after a friendly WHITE SCARS unit shoots or Falls Back. That unit can make a Normal move of up to 3", but must end that move further from all enemy models than it started.
BATTLE TACTIC · Fight phase
Use when a friendly WHITE SCARS unit is chosen to fight. Until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
STRATEGIC PLOY · Charge phase
Use after a friendly WHITE SCARS unit finishes a Charge move. Until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.
STRATEGIC PLOY · Movement phase
Use in your Movement phase. Select one friendly WHITE SCARS unit; it can move as though it were your Charge phase and it can charge even though it has not been selected to Advance.
EPIC DEED · Opponent's turn phase
Use when a friendly WHITE SCARS BIKER or ATTACK BIKE unit is destroyed. Roll one D6 for each model destroyed this way; for each 5+, the unit that destroyed it suffers 1 mortal wound.
WARGEAR · Any phase
Use when a friendly WHITE SCARS CHARACTER model is destroyed. Until the end of the battle, each time a friendly WHITE SCARS unit within 6" of where that model was destroyed makes an attack, re-roll a Wound roll of 1.
38 units