RED ELF
(WHITE SCARS CHAPTER)

White Scars use the following units from Codex Space Marines:

HQ

Space Marine Hero, Librarian, Chaplain, Command squad*.

ELITES

Terminator squad*, Terminator assault squad, Veteran squad*.

FAST
ATTACK

Assault squad (cannot remove jump packs), Scout Bike squadron, Land Speeder squadron, Land Speeder Tornado, Land Speeder Typhoon.

HEAVY
SUPPORT

Attack Bike squadron, Predator Annihilator, Predator Destructor, Land Raider (may only be used as a Terminator transport), Whirlwind.

* - Must be equipped with a transport or be mounted on bikes (see below).

The following rules and Codex changes apply when using a White Scars Space Marine army.

Special Rules

Born in the Saddle: White Scars are the best natural bikers in the Imperium. They can control their bikes over the most difficult ground and maintain control with their legs while handling weapons.

They may re-roll any failed Difficult Terrain test but must accept the new result. They may also use an additional close combat weapon while riding a bike for +1A. where this equipment is available to them. Normally, this is not possible as one hand must be used to control the bike.

This ability is possessed by bike-mounted Command and Veteran squad, Bike squadrons, Attack Bike squadrons, Scout Bike squadrons and independent characters equipped with Space Marine bikes.

Bike Squadrons: White Scars Bike squadrons may be up to 10 models strong. All squadron members not armed with a plasma gun, meltagun or flamer may be armed with an additional close combat weapon at +1 point. They may use these in conjunction with their bolt pistols for +1 Attack.

Mounted Veterans: White Scars Veteran squads and Command squads may be mounted on Bikes for an additional +20 points per model. Their basic weaponry will be bolt pistol and additional close combat weapon. No heavy weapons can be carried, but all other weapon upgrades remain available. If one model in the squad is mounted, then the rest of the squad must be, as well.

Counter-Attack: White Scars mounted on Bikes can react quickly to any attack. To represent this unengaged White Scars mounted on Bikes (but not Attack Bikes) which are part of a unit that has been assaulted may move up to 6" to get into base contact.

Flankers: The White Scars often deploy Scout Bike squadrons in wide, flanking positions to exploit hasty or ill-advised enemy moves. It is widely reckoned that every mistake made against the White Scars is paid for in blood. Any Bike-mounted White Scars Scout unit may begin the game in reserve regardless of whether reserves can be used in the mission being played. When they enter the table they may arrive from any point on the table edge not available to enemy reserves.

Hit & Run: White Scars mounted on Bikes (but not squads including Attack Bikes) may choose to leave close combat. Declare this at the end of the Assault phase after all Morale checks have been taken. The Bikes fall back 3D6" in any direction and then regroup at the end of the move. Enemy models may only consolidate. Note that units which have been forced to fall back because they failed a Morale test may not make a second fall back move in the same turn.

Drop Pods: If a White Scars army elects to deploy from drop pods, then the requirement to mount Terminators in Land Raiders and to provide transport vehicles for Veteran, Command and Tactical squads is waived - the army may not, therefore, contain any Rhinos, razorbacks or Land Raiders (not at all, no exceptions!).

NEW WARGEAR

Power Lances: The White Scars fight so much from their saddles that their Techmarines have built appropriate weapons to suit this style - the power lance being an example of this. It is an alternative type of power weapon costing 15 points, which is available as a one-handed weapon with no special limitations to their Armory. The power lance grants +1 Initiative to any bike-mounted model that is charging or counter-attacking. Once an opponent gets inside their guard, though, the improved weapon length becomes a disadvantage, and they get -1 Initiative whenever they aren't charging or counter-attacking.

Holy Relic: Horsetail talismans - these replace the normal Codex Space Marines Holy Relic costing 40 points. The Horsetail Talisman is a powerful reminder of the Chapter`s origins. It can be revealed in each and every White Scars Movement phase during which the bearer has moved and is no longer in a vehicle. Any unit of White Scars (not vehicles other than Bikes or Attack Bikes) that has at least one model within 6" of the bearer of the Talisman when it is revealed may move an extra D6" rather than firing in the following Shooting phase. This is similar to a fleet of foot move, although it represents crazed riding as well as powerful running.

Chapter Banner: If the White Scars have a Chapter Banner then it will combine the abilities of a Horsetail Talisman and a normal Sacred Banner.