Scout Bike Squad

(Entry)
Type: unit
EntryId: 93e4-ef3d-1147-c3d4
Hidden: false
Options (2)
Rules (4)
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.
Combat Squads
A number of ten-man units in the Space Marines army have the option of breaking down into two five-man units, called combat squads. The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made when the unit is deployed. Both combat squads can be deployed in separate locations. The one exception to this is a unit that arrives by Drop Pod. The player can choose to split such a unit into combat squads when it disembarks from the Drop Pod.


If you decide to split the unit into combat squads, then each combat squad is treated as a separate unit for all game purposes from that point.
Combat Tactics
A non-fearless Space Marine unit with this special rule can choose to automatically fail any Morale check it is called upon to take
Bike
Bikes are large, solid constructions, and are often fitted with protective armour and shields to deflect and absorb incoming fire. Bike riders benefit from the protection offered by their bike, which increases their Toughness characteristic by 1. Note that this increase does not affect the model’s Toughness for the purposes of instant death.


Bikes can move up to 12" in the Movement phase. Bikes are not slowed down by difficult terrain. However, they treat all difficult terrain as dangerous terrain instead. 


Bikes also have the ‘Turbo-Boosters’ special rule.


As bikes are so fast moving, they fall back 3D6", rather than 2D6". Remember that they treat all difficult terrain as dangerous.


Bikes cannot run in the Shooting phase.
Bikes have the ‘relentless’ special rule


Each bike in a unit may fire with one weapon for each rider on the bike. Thus a Space Marine Attack Bike with a driver and passenger in sidecar can fire two weapons.


Bike assault moves are not slowed down by difficult terrain. However, each model entering or moving through difficult terrain, or assaulting an enemy who is standing in difficult terrain or behind an obstacle, must take a dangerous terrain test.

Profiles:

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Space Marine Bike:

Models equipped with Space Marine bikes follow all the rules for bikes. They are fitted with a twin-linked bolter.

Abilities
Infiltrate:

Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. 

If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve.

Scouts:

After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy.

If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. 

If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too.

This rule also confers a special outflank move to units of scouts that are kept in reserve.

Used By (1)
Space Marines(Catalogue)