Warhammer 40k Space Marines White Scars Entire Army Transfer Lot Fits Primaris water slide decals stickers



Titan Legion ForcesJump to previous headingJump to next heading White Scars Space Marine Army List Known and feared throughout the Imperium for their high mobility, the Space Marines of the White Scars are the masters of the lightning strike method of attack, able to tear into their foes and vanish before they can respond. Fierce warriors, bearing the ritual scars of bravery, they fight with all the tribal savagery of their homeworld and brings swift death all enemies of the Imperium. Forces The White Scars Space Marine Army List uses the datasheets fromthe White Scar Forces section,the Imperial Navy Forces section, andthe Titan Legion Forces section. Using The Army List The following army list allows you to field an army based on a White Scars Space Marine army. It can also be used as astand inarmy list for any of the White Scars successor chapters. Space Marines are organised into small formations calleddetachments. Each detachment is made up of one or more units, and may also include a number of extra units calledupgrades. The detachments that may be taken in a White Scars army are shown on the chart that follows. The chart also shows what units comprise the detachment, what upgrades are allowed, and its points cost. Each upgrade that is taken adds to the cost of the detachment, as shown on theupgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taken for, and sometimes takes the form of additional units for the detachment. Each upgrade may be taken once per formation. White Scar armies may be supported by Imperial Navy aircraft, Titan Legion battlegroup and White Scar aircraft formations. A maximum of up to a third of the points available to the army may be spent on these formations. Special Rules TheThey Shall Know No Fearrule applies to all White Scars detachment formations (seeThey Shall Know No Fear). White Scars Transport The Space Marines are a highly mobile army. Because of this the points cost of a detachment usually includes enough transport vehicles to transport it and any upgrades that have been taken. The number of vehicles will always be the minimum needed to carry the formation, you cant take extras along to cover any losses! The transport vehicles will be Land Raiders if the detachment is Terminators, Rhinos for any other form of detachment. Note that many formations dont receive transports, usually because they cant fit into them. Detachments that come with vehicles will be noted as havingplus transportin the Units section of the detachment list below. White Scars detachments must take the transport vehicles for a detachmentyou cannot leave them behind in order to use the unit as a garrison. You can only choose to ignore this if the detachment is instead to be deployed from a Thunderhawk gunship. In addition you may choose to replace a detachments vehicles with drop pods before each game, after the opposing army is known but before objectives are placed. If you choose to do this, all transported detachments in the army must deploy from drop podsyou cant have some in transport vehicles and some deploying from drop pods. If you do choose to use drop pods, then the affected detachments will enter play in drop pods using the rules forPlanetfall(seePlanetfall). Note that you will require at least one Space Marine strike cruiser or battle barge to deploy the drop pods from. White Scars Space Marine Army List White Scar Space Marine armies have a strategy rating of 5. Imperial Navy aircraft formations have an initiative rating of 2+. All other formations have an initiative rating of 1+. White Scar DetachmentsFormationUnitsUpgradesCostAssaultFour Assault unitsCommander, Vindicators175 pointsBikeAny eight of the following units: Attack Bike, White Scars BikeCommander325 pointsLand SpeederAny five of the following units: Land Speeder, Land Speeder TornadoCommander, Typhoons200 pointsLanding CraftOne Landing CraftNone350 pointsPredatorAny four of the following units: Predator Annihilator, Predator DestructorCommander, Hunter, Vindicators250 pointsScoutFour Scout units plus transportCommander, Razorbacks, Snipers150 points01 Strike CruiserOne Strike CruiserBattle Barge200 pointsTacticalSix Tactical units plus transportCommander, Hunter, Razorbacks, Vindicators275 pointsTerminatorFour Terminator units plus transportCommander, Hunter, Vindicators575 pointsWhirlwindFour WhirlwindsCommander, Hunter, Vindicators275 points White Scar Upgrades(Each upgrade may be taken once per detachment.)UpgradeUnitsCostBattle BargeReplace the Strike Cruiser with a Battle Barge+150 pointsCommanderAdd any one of the following characters to any unit in the formation:Captain, Chaplain, Librarian+50 points01 Supreme Commander per army+100 pointsHunterAdd one Hunter+75 pointsRazorbacksAdd any number of Razorbacks, up to the number required to transport the formation+25 points eachSnipersGive up to four Scout unitsSniper+10 points eachTyphoonsReplace up to five Land Speeders with an equal number of Land Speeder Typhoons+10 points eachVindicatorsAdd up to two Vindicators+50 points each+75 points per pair Imperial Ally and White Scar Aircraft Formations(Up to a third of the points available may be spent on these formations.)Imperial Navy AircraftFormationUnitsCostMarauder SquadronTwo Marauder Bombers250 pointsThunderbolt SquadronTwo Thunderbolt Fighters175 pointsTitan Legion BattlegroupsFormationUnitsCostWarhoundOne Warhound Class Titan275 pointsWarhound PackTwo Warhound Class Titans500 pointsWhite Scar AircraftFormationUnitsCostThunderhawk GunshipOne Thunderhawk Gunship200 points White Scar Forces CaptainCHn/an/an/an/a Power Weapon(bc) Assault Weapons EA(+1) MW Commander Invulnerable Save Leader ChaplainCHn/an/an/an/a Power Weapon(bc) Assault Weapons EA(+1) MW Inspiring Invulnerable Save Leader LibrarianCHn/an/an/an/a Smite(15cm) Small Arms EA(+1) MW Power Weapon(bc) Assault Weapons EA(+1) MW Invulnerable Save Leader Supreme CommanderCHn/an/an/an/a Power Weapon(bc) Assault Weapons EA(+1) MW Invulnerable Save Supreme Commander AssaultINF30cm4+3+5+ Bolt Pistols(15cm) Small Arms Jump Packs ScoutINF15cm5+4+5+ Heavy Bolter30cm AP5+ Infiltrator Scout TacticalINF15cm4+4+4+ Missile Launcher45cm AP5+/AT6+ TerminatorINF15cm4+3+3+ 2 Assault Cannon30cm AP5+/AT5+ Power Weapons(bc) Assault Weapons EA(+1) MW Reinforced Armour Teleport Thick Rear Armour White Scars BikeINF35cm4+3+4+ Twin Bolters(15cm) Small Arms Mounted Walker Attack BikeLV35cm4+5+5+ Heavy Bolter30cm AP5+ Land SpeederLV35cm4+6+5+ Multi-melta15cm MW5+ and(15cm) Small Arms MW Scout Skimmer Land Speeder TornadoLV35cm4+6+5+ Assault Cannon30cm AP5+/AT5+ Heavy Bolter30cm AP5+ Scout Skimmer Land Speeder TyphoonLV35cm4+6+5+ Twin Typhoon Missile45cm AP3+/AT5+ Heavy Bolter30cm AP5+ Scout Skimmer HunterAV30cm5+6+6+ Hunter-Killer60cm AT4+/AA4+ Land RaiderAV25cm4+6+4+ 2 Twin Lascannon45cm AT4+ Twin Heavy Bolter30cm AP4+ Reinforced Armour Thick Rear Armour Transport May transport one Terminator unit or two infantry units withoutJump PacksorMounted. Predator AnnihilatorAV30cm4+6+5+ Twin Lascannon45cm AT4+ 2 Lascannon45cm AT5+ Predator DestructorAV30cm4+6+3+ Autocannon45cm AP5+/AT6+ 2 Heavy Bolter30cm AP5+ RazorbackAV30cm5+6+5+ (4+) 01 Twin Lascannon45cm AT4+ 01 Twin Heavy Bolter30cm AP4+ Transport May transport one infantry unit (except a Terminator unit) withoutJump PacksorMounted. Armed with either a Twin Lascannon or a Twin Heavy Bolter. Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to 4+. RhinoAV30cm5+6+6+ Storm Bolter(15cm) Small Arms Transport May transport two infantry units (except Terminator units) withoutJump PacksorMounted. WhirlwindAV30cm5+6+5+ Whirlwind45cm 1BP Ind White Scar VindicatorAV30cm4+6+4+ Demolisher30cm AP3+/AT4+ IC Landing CraftAC/WEBomber4+5+3+ 2 Twin Lascannon45cm AT4+ 3 Twin Heavy Bolter15cm AP4+/AA5+ Damage Capacity 4 Fearless Planetfall Reinforced Armour Transport May transport twelve infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each; plus any six armoured vehicle units (except Dreadnoughts); Land Raiders count as one and a half units each, rounding up. Critical Hit Effect: The unit and all units being carried are destroyed. All units within 5cm suffer a hit. Thunderhawk GunshipAC/WEBomber4+6+4+ Battle Cannon75cm AP4+/AT4+ FxF 2 Twin Heavy Bolter30cm AP4+/AA5+ FxF Twin Heavy Bolter15cm AP4+/AA5+ Left Twin Heavy Bolter15cm AP4+/AA5+ Right Damage Capacity 2 Planetfall Reinforced Armour Transport May transport eight infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed. Battle BargeSCn/an/an/an/a Orbital Bombardmentn/a 14BP MW Slow and Steady Transport May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried. Strike CruiserSCn/an/an/an/a Orbital Bombardmentn/a 5BP MW Transport May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20 light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried. Drop PodSpecialn/an/an/an/a Deathwind15cm AP5+/AT5+ Planetfall Transport May transport one formation of only infantry units withoutJump Packs,Mounted,Reinforced ArmourorScout, or Dreadnoughts. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pod models should be removed from the board once the formation they transport has disembarked. They Shall Know No Fear Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers). Space Marine formations are only broken if they have 2 Blast markers per unit in the formation. Space Marines formations only count half their number of Blaster markers in assault resolution (rounding downnote that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines. When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1. Imperial Navy Forces Marauder BomberACBomber4+n/an/a Twin Lascannon45cm AT4+/AA4+ FxF Bomb Racks15cm 3BP FxF 2 Twin Heavy Bolter15cm AA5+ Thunderbolt FighterACFighter-Bomber6+n/an/a Multilaser30cm AP5+/AT6+/AA5+ FxF Underwing Rockets30cm AT4+ FxF Storm Bolters15cm AP4+/AA5+ FxF Emperor Class BattleshipSCn/an/an/an/a Orbital Bombardmentn/a 8BP MW Slow and Steady Lunar Class CruiserSCn/an/an/an/a Orbital Bombardmentn/a 3BP MW Pin-Point Attackn/a MW2+ TK(D3) Titan Legion Forces Reaver Class TitanWE20cm4+3+3+ 2 Turbo-Laser Destructor60cm 4 AP5+/AT3+ FwA Rocket Launcher60cm 3BP FxF Damage Capacity 6 Fearless Reinforced Armour 4 Void Shields Walker May step over units and pieces of terrain that that are lower lower than the units knees and less than 2cm wide. Critical Hit Effect: The units plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 46 the breach has been repaired. Any breach not repaired causes one point of damage. Warhound Class TitanWE30cm5+4+4+ Plasma Blastgun45cm 2 MW2+ FwA Slw Vulcan Mega-Bolter45cm 4 AP3+/AT5+ FwA Damage Capacity 3 Fearless Reinforced Armour 2 Void Shields Walker May step over units and pieces of terrain that that are lower lower than the units knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it cant move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+. Warlord Class TitanWE15cm4+2+3+ Volcano Cannon90cm MW2+ FwA TK(D3) Gatling Blaster60cm 4 AP4+/AT4+ FwA 2 Turbo-Laser Destructor60cm 4 AP5+/AT3+ FxF Damage Capacity 8 Fearless Reinforced Armour Thick Rear Armour 6 Void Shields Walker May step over units and pieces of terrain that that are lower lower than the units knees and less than 2cm wide. Critical Hit Effect: The units plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 46 the breach has been repaired. Any breach not repaired causes one point of damage. Imperial Void Shields Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titans datasheet. Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.