Codex · Space Marines
Gang Tactics36
| Roll | Tactic | Timing |
|---|---|---|
| 11 | Lightning 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 |
| 12 | The 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 |
| 13 | Strike 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 |
| 14 | Run 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 |
| 15 | Ride 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 |
| 16 | Moonfangs 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 |
| 21 | Outflank. 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 |
| 22 | The 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 |
| 23 | Tulwars 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 |
| 24 | The 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 |
| 25 | Wind 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 |
| 26 | The 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 |
| 31 | Scout 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 |
| 32 | The 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 |
| 33 | Hit 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 |
| 34 | Storm 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 |
| 35 | The 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 |
| 36 | Break 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 |
| 41 | The 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 |
| 42 | Swift 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 |
| 43 | Lance 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 |
| 44 | The 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 |
| 45 | Riders 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 |
| 46 | The 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 |
| 51 | Never 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 |
| 52 | Ash 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 |
| 53 | The 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 |
| 54 | Thunder 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 |
| 55 | The 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 |
| 56 | Storms 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 |
| 61 | The 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 |
| 62 | Ride 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 |
| 63 | The 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 |
| 64 | The 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 |
| 65 | Jaghatais 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 |
| 66 | The 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 |