Scions of Iron Space Marine Army List
They called us weak, betrayers and traitors. But they were wrong. It was not us that were lost and had left the path, but themselves. For they had forgotten the pride of Marines. We are enhanced already. We are the beacon of mankind and should not be hide away but lead in front. So we turned and walked away from them. Not because we were betraying the chapter, but because by staying we would betray the Emperor.
They call us traitor. but remember that we call them brothers. For us, all the Marines are the Emperor’s chosen. For us, all the Marines are united as Emperor’s divine instruments. For us, all Marines are brothers.
Forces
The Scions of Iron Space Marine Army List uses the datasheets from the Scions of Iron Forces section, the Imperial Navy Forces section, and the Titan Legion Forces section.
Using The Army List
The following army list allows you to field an army based on one of the Scions of Iron Space Marine Chapter that fought during the Invasion of Telgar VI.
Space Marines are organised into small formations called detachments. Each detachment is made up of one or more units, and may also include a number of extra units called upgrades.
The detachments that may be taken in a Scions of Iron 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 the upgrade 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.
Scions of Iron armies may be supported by Imperial Navy aircraft and Titan Legion battlegroups. No more than two of each of these formations may be included in the army. In addition a maximum of up to a third of the points available to the army may be spent on these formations and Scions of Iron aircraft formations.
Special Rules
The They Shall Know No Fear rule applies to all Scions of Iron detachment and aircraft formations (see They Shall Know No Fear).
Scions of Iron Transports
The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover any losses!
Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having plus transport
in the units section of the army list opposite.
Also note that Terminators must take either Teleport or have Land Raiders. They may not start the game as foot infantry.
Thunderhawk Transporter
The entire Thunderhawk Transporter detachment is counted as a single war engine for the purposes of war engine transport (see Transport War Engines), e.g. a Thunderhawk Transporter detachment can carry units from another formation, as long as the entire formation can fit inside the Thunderhawk Transporters.
Scions of Iron Space Marine Army List
Scions of Iron 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+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Bike | Any four of the following units: Attack Bike, Bike | Commander, Land Speeders | 175 points |
Heavy Tactical | Four Tactical units and any two of the following units: Land Raider, Land Raider Crusader | Commander, Hunter, Land Raiders | 325 points |
Helios | Four Land Raider Helios | Commander, Hunter | 425 points |
Land Raider | Four Land Raiders | Commander, Hunter, Land Raiders | 325 points |
Landing Craft | One Landing Craft | None | 350 points |
Predator | Any four of the following units: Predator Annihilator, Predator Destructor | Armour, Commander, Hunter | 250 points |
Scout | Four Scout units plus transport | Commander, Land Speeders, Razorbacks, Snipers | 150 points |
0–1 Strike Cruiser | One Strike Cruiser | Battle Barge | 150 points |
Tactical | Four Tactical units plus transport, and any two of the following units: Predator Annihilator, Predator Destructor, Vindicator | Armour, Commander, Hunter, Razorbacks, Tacticals | 300 points |
Terminator | Four Terminator units | Commander, Land Raiders | 350 points |
Thunderhawk Transporter | Two Thunderhawk Transporters | Thunderhawk Transport | 250 points |
Vindicator | Four Vindicators | Armour, Commander, Hunter | 225 points |
Whirlwind | Four Whirlwinds | Commander, Hunter | 275 points |
(Each upgrade may be taken once per detachment.) | |||
Upgrade | Units | Cost | |
---|---|---|---|
Armour | Add up to any two of the following units: Predator Annihilator, Predator Destructor, Vindicator | +50 points each | |
Battle Barge | Replace the Strike Cruiser with a Battle Barge | +150 points | |
Commander | Choose one of the following options: | Add any one of the following characters to any unit in the formation: Captain, Chaplain, Librarian | +50 points |
0–1 of one of the following options per army: | |||
Give a Land Raider Supreme Commander | +100 points | ||
Replace a Land Raider with a Land Raider Prometheus with Supreme Commander | +100 points | ||
Replace a Predator Destructor or Vindicator with a Land Raider Prometheus with Supreme Commander | +125 points | ||
Hunter | Add one Hunter | +75 points | |
Land Raiders | Add up to any four of the following units: | Land Raider or Land Raider Crusader | +75 points each or |
+125 points per pair | |||
Land Raider Helios | +100 points each | ||
Land Speeders | Add up to any three of the following units: | Land Speeder or Land Speeder Tornado | +35 points each |
Land Speeder Typhoon | +45 points each | ||
Razorbacks | Add any number of Razorbacks, up to the number required to transport the formation | +25 points each | |
Snipers | Give up to four Scout units Sniper | +10 points each | |
Thunderhawk Transport | Add up to two Thunderhawk Transporters | +100 points each |
(Up to a third of the points available may be spent on these formations.) | |||||||||||||||||||||||||||||||||
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Scions of Iron Forces
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Inspiring
- Invulnerable Save
- Leader
- EA(+1)
- MW
- EA(+1)
- MW
- Invulnerable Save
- Leader
- Mounted
- Infiltrator
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
- MW
- Scout
- Skimmer
- Scout
- Skimmer
- Scout
- Skimmer
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Terminator unit or two infantry units without Jump Packs or Mounted.
- EA(+1)
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport three infantry units without Jump Packs or Mounted; Terminator units count as one and a half units each, rounding up. Counts as a Land Raider for the purposes of being transported.
- Ind
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Counts as a Land Raider for the purposes of being transported.
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Terminator unit or two infantry units without Jump Packs or Mounted. Any unit in the same formation as this unit may ignore the 5cm restriction when using commander. Counts as a Land Raider for the purposes of being transported.
(4+)
- Transport
May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. 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+.
- Transport
May transport two infantry units (except Terminator units) without Jump Packs or Mounted.
- IC
- Walker
- Ind
- 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.
- FxF
- FxF
- Left
- Right
- FxF
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed.
- FxF
- FxF
- Left
- Right
- FxF
- IC
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed.
- Damage Capacity 2
- Planetfall
- Reinforced Armour
- Transport
May transport two armoured vehicles (except Dreadnoughts) plus the units they can carry; Land Raiders count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed. Counts as a Landing Craft for the purposes of being transported.
- 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.
- 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.
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 down—note 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.
Titan Legion Forces
- FwA
- 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 unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s 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 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- Slw
- 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 unit’s 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 can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FwA
- TK(D3)
- FwA
- 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 unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s 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 4–6 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 Titan’s 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.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).