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6

Company Veterans on Bikes

NAME M WS BS S T W A Ld Sv
Space Marine Veteran Biker 14" 3+ 3+ 4 5 2 2 8 3+
Veteran Biker Sergeant 14" 3+ 3+ 4 5 2 3 9 3+
This unit contains 1 Veteran Biker Sergeant and 1 Space Marine Veteran Biker. It can include up to 3 additional Space Marine Veteran Bikers (Power Rating +8). Each model is equipped with a bolt pistol, a chainsword, frag grenades and krak grenades. Each of their Space Marine bikes is equipped with a twin boltgun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Veteran Biker Sergeant may replace his bolt pistol and chainsword with items from the Sergeant Equipment list.
 • Any Space Marine Veteran Biker may replace their bolt pistol with a storm shield or an item from the Melee Weapons or Pistols lists.
 • Any Space Marine Veteran Biker may replace their chainsword with a storm shield, a boltgun, or an item from the Melee Weapons, Pistols, Combi-weapons or Special Weapons list.
ABILITIES
And They Shall Know No Fear, Bolter Discipline

Biker Bodyguard: Roll a dice each time a friendly <CHAPTER> BIKER CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit – the character does not lose a wound but this unit suffers a mortal wound.

Turbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.

Storm Shield:
2
A model equipped with a storm shield has a 3+ invulnerable save.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
BIKER, COMPANY VETERANS
Does not include wargear
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
single/pair
CHARACTERS/other models
Sergeant Equipment

Up to two weapons can be chosen from the following list:

 • Bolt pistol
0
 • Grav-pistol
8
 • Plasma pistol
5
 • Chainsword
0
 • Power sword
4
 • Power axe
5
 • Power maul
4
 • Lightning claw
 • Power fist
9
 • Thunder hammer1

One weapon can be chosen from the following list:

 • Boltgun
0
 • Combi-flamer
8
 • Combi-grav
13
 • Combi-melta
15
 • Combi-plasma
11
 • Storm bolter
2

1 Cannot be taken by a Sternguard Veteran Sergeant

Melee Weapons
 • Chainsword
0
 • Power sword
4
 • Power axe
5
 • Power maul
4
 • Power lance
4
 • Power fist
9
 • Lightning claw
 • Thunder hammer
Pistols
 • Bolt pistol
0
 • Plasma pistol
5
 • Grav-pistol
8
Combi-weapons
 • Storm bolter
2
 • Combi-plasma
11
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-grav
13
Special Weapons
 • Flamer
6
 • Plasma gun
11
 • Meltagun
14
 • Grav-gun
12
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in the righteousness of their cause, the Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

You can re-roll failed Morale tests for this unit.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.

The <CHAPTER>, BIKER and CHARACTER keywords are used in following Space Marines datasheets:

HQ
Elites
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Army List
• Captain

The COMPANY VETERANS keyword is used in following Space Marines datasheets:

Elites
© Vyacheslav Maltsev 2013-2019