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 from the White Scar 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 a White Scars Space Marine army. It can also be used as a stand in
army list for any of the White Scars’ successor chapters.
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 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 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.
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
The They Shall Know No Fear rule applies to all White Scars detachment formations (see They 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 can’t 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 don’t receive transports, usually because they can’t fit into them. Detachments that come with vehicles will be noted as having plus transport
in the Units section of the detachment list below. White Scars detachments must take the transport vehicles for a detachment—you 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 detachment’s 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 pods—you can’t 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 for Planetfall (see Planetfall). 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+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Assault | Four Assault units | Commander, Vindicators | 175 points |
Bike | Any eight of the following units: Attack Bike, White Scars Bike | Commander | 325 points |
Land Speeder | Any five of the following units: Land Speeder, Land Speeder Tornado | Commander, Typhoons | 200 points |
Landing Craft | One Landing Craft | None | 350 points |
Predator | Any four of the following units: Predator Annihilator, Predator Destructor | Commander, Hunter, Vindicators | 250 points |
Scout | Four Scout units plus transport | Commander, Razorbacks, Snipers | 150 points |
0–1 Strike Cruiser | One Strike Cruiser | Battle Barge | 200 points |
Tactical | Six Tactical units plus transport | Commander, Hunter, Razorbacks, Vindicators | 275 points |
Terminator | Four Terminator units plus transport | Commander, Hunter, Vindicators | 575 points |
Whirlwind | Four Whirlwinds | Commander, Hunter, Vindicators | 275 points |
(Each upgrade may be taken once per detachment.) | |||
Upgrade | Units | Cost | |
---|---|---|---|
Battle Barge | Replace the Strike Cruiser with a Battle Barge | +150 points | |
Commander | Add any one of the following characters to any unit in the formation: | Captain, Chaplain, Librarian | +50 points |
0–1 Supreme Commander per army | +100 points | ||
Hunter | Add one Hunter | +75 points | |
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 | |
Typhoons | Replace up to five Land Speeders with an equal number of Land Speeder Typhoons | +10 points each | |
Vindicators | Add up to two Vindicators | +50 points each | |
+75 points per pair |
(Up to a third of the points available may be spent on these formations.) | ||||||||||||||||||||||||
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White Scar Forces
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Inspiring
- Invulnerable Save
- Leader
- EA(+1)
- MW
- EA(+1)
- MW
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Invulnerable Save
- Supreme Commander
- Jump Packs
- Infiltrator
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
- Mounted
- Walker
- 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.
(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.
- Ind
- IC
- 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
- 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.
- 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.
- Planetfall
- Transport
May transport one formation of only infantry units without Jump Packs, Mounted, Reinforced Armour or Scout, 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 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).