MACROMUNDA
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Space Marines White Scars
Codex / Gang Tactics
Codex · Space Marines

Gang Tactics36

RollTacticTiming
11Lightning Assault. The host readies to fight the whole battle on the move. Play before the battle and choose up to three Cavalry fighters: each may Shoot after a full Move in the first round of the game.Pre-battle
12The Hunt Rides. The hunt is called before a rider mounts. Play before the battle and nominate one enemy fighter as the quarry: friendly fighters add 1 to Hit against it until it is taken Out of Action.Pre-battle
13Strike And Wheel. Strike, and be gone before the blow returns. Play in reaction to a friendly Cavalry fighter finishing its attacks in melee: it may immediately make a free 4" Move away from the fight, breaking clean before the enemy can reply.Reaction
14Run Them Down. The White Scars do not let a beaten foe walk away. Play in the post-battle sequence: one enemy fighter that made a Fall Back move off the field this battle is run down, and your gang gains bonus reputation for the kill.Post-battle
15Ride The Storm. The whole host moves as one storm. Play at the start of the round: until the end of the round, friendly Cavalry fighters add 2" to their Move.Round
16Moonfangs Hunt. The Khan's blade seeks the enemy's champion. Play at the start of the round and choose a friendly fighter: until the end of the round it re-rolls failed Hit rolls against enemy Leaders and Champions.Round
21Outflank. The riders come from where the enemy did not watch. Play before the battle: place up to two friendly Cavalry fighters in reserve to Outflank, arriving from a chosen board edge from the second round.Pre-battle
22The Wheeling Charge. The charge curves in from the flank. Play in the movement phase when a friendly Cavalry fighter charges: it ignores difficult terrain during the charge move and re-rolls its charge distance.Round
23Tulwars Edge. The curved blades of Chogoris bite deep. Play in the melee phase and choose a friendly fighter: it re-rolls failed Wound rolls in melee until the end of the round.Round
24The Endless Charge. The charge does not stop at one kill. Play in reaction to a friendly Cavalry fighter taking an enemy Out of Action in melee: it may immediately make a free 3" Move, carrying on into the next foe within reach.Reaction
25Wind Of Chogoris. The riders move like the wind they are named for. Play at the start of the round and choose a friendly Cavalry fighter: until the end of the round it may move through other fighters and ignores difficult terrain.Round
26The Feigned Retreat. The flight is bait, and the wheel is the trap. Play in reaction to a friendly Cavalry fighter making a Fall Back move: it cannot be pursued this round, and may turn and Shoot at the nearest enemy that followed it.Reaction
31Scout The Steppe. The trackers ride ahead of the host. Play before the battle: reveal one enemy fighter held in hidden setup or reserve, and redeploy one of your own fighters after the enemy has deployed.Pre-battle
32The Quarry Marked. The hunt names its prey before a shot is fired. Play before the battle and nominate one enemy Leader or Champion as the quarry: the first friendly fighter to take it Out of Action earns 1 bonus experience.Pre-battle
33Hit And Fade. Strike and be gone before the answer comes. Play in reaction to a friendly Cavalry fighter finishing its Shoot action: it may immediately make a free 4" Move away from the enemy.Reaction
34Storm Of Hooves. The host rides the enemy down beneath its wheels. Play in the movement phase: one enemy fighter a friendly Cavalry rider moved into base contact with this phase must take a Nerve test.Round
35The Long Ride. The host covers ground while the enemy rests. Play in the end phase: one friendly Cavalry fighter that made no attack this round may make a free Move.End phase
36Break Their Line. The charge splits the enemy formation. Play in the melee phase when a friendly fighter takes an enemy Out of Action: enemy fighters within 3" of the fallen must take a Nerve test.Round
41The Khans Command. The Khan's word turns the battle. Play in reaction to a friendly fighter failing a Cool or Nerve test within 12" of your Leader: it may re-roll that test.Reaction
42Swift As The Wind. None on the field are faster. Play at the start of the round and choose a friendly Cavalry fighter: it adds 3" to its Move until the end of the round.Round
43Lance Of The Steppe. The mounted charge strikes like a driven lance. Play in the melee phase when a friendly Cavalry fighter charges: its attacks gain +1 Strength this round.Round
44The Circling Host. The riders circle the enemy, never where the guns point. Play at the start of the round: enemy fighters shooting at a friendly Cavalry fighter that has moved this round suffer an additional -1 to Hit until the end of the round.Round
45Riders On The Horizon. The host arrives from the open ground. Play before the battle: up to two friendly Cavalry fighters may be held in reserve and arrive from any board edge from the second round.Pre-battle
46The Hunt Closes. The riders close the net on the quarry. Play at the start of the round: friendly fighters add 1 to Hit against any enemy that made a Fall Back move in the previous round.Round
51Never Fixed. The storm refuses to be held. Play in reaction to a friendly Cavalry fighter being targeted to be Pinned: it is not Pinned this round, and may make a free 2" Move.Reaction
52Ash Wastes Gallop. The riders run free across the open waste. Play at the start of the round: friendly Cavalry fighters ignore difficult and dangerous terrain until the end of the round.Round
53The Sidecar Guns. The heavy mounts loose on the move. Play in the shooting phase and choose a friendly Attack-Bike or Invader ATV: it may fire its heavy weapon after a full Move without penalty this round.Round
54Thunder Of The Charge. The mass of the charge breaks the enemy's nerve. Play in reaction to two or more friendly Cavalry fighters charging the same enemy: that enemy takes a Nerve test at -1.Reaction
55The Chase. The riders run down the fleeing. Play in reaction to an enemy fighter making a Fall Back move: one friendly Cavalry fighter within 6" may immediately make a free Move toward it.Reaction
56Storms Eye. The whole wing wheels clean on one sight. Play in reaction to a friendly Cavalry fighter making a Hit-and-Run move: it and any friendly Cavalry within 6" re-roll that move's distance.Reaction
61The White Scar. The mark of the Chapter is a wound the enemy remembers. Play in the melee phase and choose a friendly fighter: it re-rolls failed Hit rolls in melee until the end of the round.Round
62Ride Down The Weak. The host culls the broken and the wounded. Play in the melee phase and choose a friendly Cavalry fighter: it adds 1 to Hit and 1 to Wound against any enemy that is Prone, Pinned or Seriously Injured this round.Round
63The Quarrys Trail. The trackers find where the prey has gone. Play before the battle: if an enemy Leader or Champion is on the field, you learn its deployment before setting up your own fighters.Pre-battle
64The Unbroken Wheel. The host never stops turning. Play in reaction to a friendly Cavalry fighter ending its activation: once this battle, it may make a free 3" Move.Reaction
65Jaghatais Lesson. The Primarch taught that speed is the only wall. Play in reaction to a friendly Cavalry fighter being targeted by a ranged attack: if it made a Move this round, the attack suffers an additional -1 to Hit.Reaction
66The Lightning Falls. The strike comes down all at once. Play at the start of the round: friendly Cavalry fighters re-roll failed charge distances until the end of the round.Round