MACROMUNDA
Allegiance
Space Marines White Scars
Codex / Skill Access
Codex · Space Marines

Skill Access11

Apothecary
PrimaryCunningSavant
SecondaryFerocityLeadershipShootingSignature

A specialist of the medicae, not a warrior of the line. The Apothecary takes his Primary from Cunning and Savant — the field-craft and the learning that keep the host's riders in the saddle and breathing. His Secondary runs wider, into Ferocity, Leadership, Shooting and the Signature set, rounding him out for the fight when it finds him. His Primary tells the truth of him: a keeper of the wounded first.

Captain
PrimaryAgilityCombatCunningLeadershipShootingSignature
SecondaryBrawnFerocitySavant

The Captain is the master of the hunt, and his Primary access is broad because a hunt-master must be. Agility, Combat, Cunning, Leadership, Shooting, the White Scars Signature set — speed, blade-work, guile, and the command that turns a wheeling host. Brawn, Ferocity and Savant round out his Secondary. Every skill in that Primary list points one way: this is the fighter who sets the tempo of the whole charge.

Chaplain
PrimaryAgilityCombatCunningFerocityLeadership
SecondaryBrawnShootingSignature

Warrior-priest of the wing. The Chaplain draws his Primary from Agility, Combat, Cunning, Ferocity and Leadership — speed and fury and command, the whip that drives the riders to the charge. Brawn, Shooting and the Signature set make up his Secondary. His Primary marks the rest of him: he is the fervour at the head of the host.

Dreadnought
PrimaryBrawnShooting
SecondaryCombatFerocity

The Dreadnought is the war-engine, and it moves like weight. Its Primary is Brawn and Shooting — crushing strength, heavy gunnery, the gifts of the hero interred inside it. Combat and Ferocity sharpen the walker further through its Secondary. But the Primary says it plain: this is the anvil-weight the mounted host fields on the day it needs one.

Librarian
PrimaryCunningSavant
SecondaryFerocityLeadershipShootingSignature

The Stormseer stands apart from the martial ranks, a psyker before he is a warrior. Cunning and Savant are his Primary — the guile and the learning that sit behind his storm-craft. His Secondary opens into Ferocity, Leadership, Shooting and the Signature set, letting him lend more to the host around him. His Primary keeps him what he is: a mind and an omen, not a front-line blade.

Lieutenant
PrimaryAgilityCunningLeadershipShootingSignature
SecondaryBrawnCombatFerocitySavant

Second sword of the host. The Lieutenant takes his Primary from Agility, Cunning, Leadership, Shooting and the Signature set — the speed and command to lead a flanking arm of the charge on his own. Brawn, Combat, Ferocity and Savant give the campaign room to shape him through his Secondary. His Primary holds the line, though: a fast field commander, never a static anchor.

Marine
PrimaryShootingSignature
SecondaryBrawnCombatFerocity

The foot Marine is the backbone, and it fights like one. Its Primary skills are Shooting and the Signature set — disciplined gunnery, and the Chapter's own learning, the two things that let the line hold and range while the wing goes wheeling off. Brawn, Combat and Ferocity fill out its Secondary reach and steady the body that anchors the charge. Look at where that Primary sits, though: this is the steady gun, not the racing blade.

Mounted Marine
PrimaryAgilityCombatCunningFerocityShootingSignature
SecondaryBrawn

The Outrider advances as the body of the host, drawing Primary from Agility, Combat, Cunning, Ferocity, Shooting and the Signature set — the widest fast-fighter access in the roster, everything a mounted brother needs to strike, wheel and strike again. His single Secondary in Brawn marks the one thing the rider is not: a body built to stand and grind. The saddle is his whole discipline.

Mounted Scout
PrimaryAgilityCunningShooting
SecondaryCombatSavantSignature

The Scout Bike is the fast forward tier, and its Primary is built for exactly that — Agility, Cunning and Shooting, the speed and guile and gunnery of a rider who ranges ahead and screens the charge. Combat, Savant and the Signature set wait in its Secondary, opening as it earns its way toward the line. First and last, though, it stays a swift skirmisher.

Scout
PrimaryAgilityCunningShooting
SecondarySavantSignature

On foot, still learning the war — the Scout is the neophyte forward tier. Its Primary is Agility, Cunning and Shooting: stealth, guile, marksmanship. Savant and the Signature set come slowly through its Secondary. That Primary names it well enough for now, a forward marksman and a screener, waiting on the day it earns its bike.

Techmarine
PrimaryBrawnCunningSavantShooting
SecondaryCombatSignature

Smith of the host. The Techmarine draws a wide Primary — Brawn, Cunning, Savant and Shooting — the strength and guile and learning and gunnery of the artificer who keeps the wing's machines running. Combat and the Signature set fill his Secondary. His Primary names the rest: a keeper of the bikes and the guns, not a swordsman.