netea space marine white scars 2014-12-10
TRANSCRIPT
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WHITE SCARS SPACE MARINE ARMY LISTK; > @>;;@ @ I<> ;> @> ;@, @ '< > ; @ @ '> > @ @> ; @ @ @> @; ; @@, @; @> @; @> ;
;> @ ><;. F> >>;>, > @>@ > ; >>, @ @ @ @ @> > ; @> ;;> > @ @ ; @I<>.
Forces
@ '> '< > A> @ @ @@>; @ @ '> F;> @;, @ I<> " F;>@; @ @ ; F;> @;.
Using The Army List
;; > @ ; ; @; > ; @ '> '< > >. I@ ; J@ > @ ;> ; @ @ '>L ;> <@>.
'< > > ;> @; ;>@; detachments . E @@ < ; ; ;> ;> @, ; > ; @> @ upgrades .
@@ @@ @ @ '> > >; ; @ >@ @@ ;;. >@ ; ; @ @;<> @ @@, @ <> > ;, @<;@ ;@.
E <> @@ @ @; @ ;@ ; @ @@, ; ; @ upgrade chart . <> >@ ; @ @ @
@@ < @ <>. ";@ @@ @ ;@>< @ @ @@ @ > @ ;>, ;@ @ @ ;> ; @; @ ;> @ @@.
SPECIAL RULE
White Scars Transport White Scars Transport
'< > > ; >. B ;
@ @ <;@ ;@ ; @@ ; @><;>@ @; @><;>@ @ <>@@ @. > ; @ @; >> @ ;>@;, ; L@@ @> ; @; ;> ;! @><;>@
&> @ @@ >@;>, &; ;> ;@> ;> ; @@.
";@ @@ ;>@; ;L@ > @><;>@,
@ L@ @ @; @. D@@ @@ ; @ ;@ J< @><;>@ @@ @; ; @ @@ @ ;. @ '>@@ @ @ @ @><;>@ ;> @@; ;@ @ ;>> @; @ @ >>;. ; ; ;; @; ;>@ @ @@ @ @; <; >;
> <.
I @; ; ;; @; >< @@L @ >;< <; ;> , @> @;<<; > ; @ ;> ;@ > <.I ; ;; @; ; @, @><;>@ @@ @> @ <; >; >;< <;; L@ ; @><;>@ ; <; >; >;< <;.I ; ; ;; @; >;< <;, @ @ @@@ @> < >;< <; @ > ;>
Planetfall ( @; $@ ). ";@ @@ ; >=>@ @ ; '< > @> >> ;> @@ > @;<; @ >;< <; >;.
'< > @ '> 2014-12-10
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WHITE SCARS SPACE MARINE ARMY LIST
@ '> '< > > @>@ >@ ; 5. I<> " >>@ ;>@; @@ >@ ; 2+. A ;@>;>@; @@ >@ ; 1+.
WHITE SCAR DETACHMENTS
FORMATION UNITS UPGRADES COST
A@ F;> A@ @ C;> 175 <;@
B A @ ; @ ;; @: A@@ B, @ '> B C;> 375 <;@
'<> A ; @ ;; @: '<>, '<> ;>; C;>, <;; 200 <;@
C>@ # C>@ "; 350 <;@
$>@;> A ;> ; @ ;; @: $>@;> A@;>, $>@;> D@>@;> C;>, H@>, *@;> 250 <;@
';@ F;> ';@ @ < @><;>@ C;>, &;>, '<> 150 <;@
01 '@> C>> # '@> C>> B@@ B> 200 <;@
@ ' @ @ < @><;>@ C;>, &;> 275 <;@ >@;> F;> >@;> @ < @><;>@ C;> 650 <;@
> # > G< "; 200 <;@
> F;> > C;>, H@>, *@;> 300 <;@
WHITE SCAR UPGRADES
(Each upgrade may be taken once per detachment.)
UPGRADE UNITS COST
B@@ B> &< @ '@> C>> @ B@@ B> +150 <;@
C<@, C<, >> +50 <;@C;> A ; ; @ ;; >@> @; @ @ ;>@;:01 '<> C;> <> > +100 <;@
H@> A ; H@> +75 <;@
&;> A > ; &;>, < @; @ > >=> @; @><;>@ @ ;>@; +25 <;@
G < @; @; ';@ @ Sniper +25 <;@'<>
G < @; ;> ';@ @ Sniper +50 <;@
&< < @; @; '<> @ = > ; '<> <;; +25 <;@ <;;
&< < @; '<> @ = > ; '<> <;; +50 <;@
*@;> A < @; @; *@;> +50 <;@
IMPERIAL ALLY FORMATIONS
(Up to a third of the points available may be spent on these formations.)
'< > @ '> 2014-12-10
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NAME
C<@
TYPE
CH
SPEED
/
ARMOUR
/
CC
/
FF
/
WEAPONS
$;> <;
RANGE
()
FIREPOWER
A@ <;, EA(+1),
NOTES
Commander, Invulnerable Save, Leader.
C< CH / / / / $;> <; () A@ <;, EA(+1), Inspiring, Invulnerable Save, Leader.
>> CH / / / / '@ (15) ' A>, EA(+1),
$;> <; () A@ <;, EA(+1),
Invulnerable Save, Leader.
'<> C;> CH / / / / $;> <; () A@ <;, EA(+1), Invulnerable Save, Supreme Commander.
A@ I"F 30 4+ 3+ 5+ B;@ $@; (15) ' A> Jump Packs.
';@ I"F 15 5+ 4+ 5+ H B;@> 30 A$5+ Infiltrator, Scout.
@ I"F 15 4+ 4+ 4+ > 45 A$5+/A6+
>@;> I"F 15 4+ 3+ 3+ 2M A@ C; 30 A$5+/A5+
$;> <; () A@ <;, EA(+1),
Reinforced Armour, Teleport, Thick Rear Armour.
@ '> B I"F 35 4+ 3+ 4+ B;@> (15) ' A> Mounted, Walker.
A@@ B * 35 4+ 5+ 5+ H B;@> 30 A$5+
'<> * 35 4+ 6+ 5+ @-@ 15 5+
(15) ' A>,
Scout,Skimmer.
'<> ;>; * 35 4+ 6+ 5+ A@ C; 30 A$5+/A5+
H B;@> 30 A$5+
Scout,Skimmer.
'<> <;; * 35 4+ 6+ 5+ <;; 45 A$3+/A5+
H B;@> 30 A$5+
Scout,Skimmer.
H@> A* 30 5+ 6+ 6+ H@>-K> 60 A4+/AA4+
&> A* 25 4+ 6+ 4+ 2M ; 45 A4+
H B;@> 30 A$4+
Reinforced Armour, Thick Rear Armour, Transport. May transport one Terminator
unit or two infantry units without Jump Packs or Mounted.
$>@;> A@;> A* 30 4+ 6+ 5+ ; 45 A4+
2M ; 45 A5+
$>@;> D@>@;> A* 30 4+ 6+ 3+ A@;; 45 A$5+/A6+
2M H B;@> 30 A$5+
&;> A* 30 5+ 6+ 5+ 01M H B;@> 30 A$4+
01M ; 45 A4+
Transport. May transport one infantry unit (except a Terminator unit) without Jump
Packs or Mounted. Armed with either a Twin Heavy Bolter or a Twin Lascannon.
&; A* 30 5+ 6+ 6+ '@;> B;@> (15) ' A> Transport. May transport two infantry units (except Terminator units) without Jump
Packs or Mounted.
*@;> A* 25 4+ 6+ 4+ D;> 30 A$3+/A4+, IC Walker. > A* 30 5+ 6+ 5+ > 45 1B$, I
C>@ AC/
E
B;> 4+ 5+ 3+ 2M ; 45 A4+
3M H B;@> 15 A$4+/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.
> G< AC/
E
B;> 4+ 6+ 4+ B@@ C; 75 A$4+/A4+, FF
2M H B;@> 30 A$4+/AA5+, F F
H B;@> 15 A$4+/AA5+, @
H B;@> 15 A$4+/AA5+, &@
Damage Capacity 2, Planetfall, Reinforced Armour, Transport. May transport eight
infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts
count as two units each. Critical Hit Effect: The unit and all units being carried are
destroyed.
WHITE SCAR FORCES
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B@@ B> 'C / / / / #>@ B;>@ / 14B$, 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.
'@> C>> 'C / / / / #>@ B;>@ / 5B$, Transport. May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20
armoured vehicle units (except Dreadnoughts); plus six Thunderhawk Gunships and
enough Drop Pods or Landing Craft to transport any other units being carried.
D>;< $; '< / / / / D@ 15 A$5+/A5+ Planetfall, Transport. May transport one formation of only the following units:
Devastator, Dreadnought, Tactical. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker
for coming under fire, and an extra Blast marker for each casualty. Then any troops
carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of
another unit from the same formation that has already landed, so long as all units are
placed within 15cm of the drop pod. Drop pod models should be removed from the
board once the formation they transport has disembarked.
SPECIAL RULE
They Shall Know No Fear They Shall Know No Fear 11
'< > > >; ;> @> @@ >>. ><>@ @ ;; >:
I@ @ 2 B@ >> @; <<> '< > @ ;> @ >; ;>@; (;> @;> B@ >>).
'< > ;>@; > ; >; @ 2 B@ >> <> @ @ ;>@;. '< > ;>@; ; ;@ @> > ; B@> >> @ >;@; (>; ;;@ @@ @ >;@; ;@ > +1 ;> ; B@
>> @ ;>@; 1 B@ >> ;> >; ;). H @ > ; @> @ > '< > ;>@; @@ ; @, >; ;
;> ; @ '< >. >; '< > ;>@; >, @ > > ; B@ >> = @; @ > ; @, >@> @ @ >. '< > @ @ >
< @ >; 2 B@ >> @ ; 1.
1. They Shall Know No Fear
H; B@ >> ; >; '< > @ ;@ ;> ;@ @ >@ ; @?%:
# <> @. A:
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NAME
>> B;>
TYPE
AC
SPEED
B;>
ARMOUR
4+
CC
/
FF
/
WEAPONS
;
RANGE
45
FIREPOWER
A4+/AA4+, FF
B; & 15 3B$, FF
2M H B;@> 15 AA5+
NOTES
>;@ F@> AC F@>-
B;>
6+ / / @> 30 A$5+/A6+/AA5+, FF
> &;@ 30 A4+, FF
'@;> B;@> 15 A$4+/AA5+, FF
E<>;> C B@@< 'C / / / / #>@ B;>@ / 8B$, Slow and Steady.
> C C>> 'C / / / / #>@ B;>@ / 3B$,
$-$;@ A@@ / 2+, K(D3)
IMPERIAL NAVY FORCES
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NAME
&> C @
TYPE
E
SPEED
20
ARMOUR
4+
CC
3+
FF
3+
WEAPONS
2M >;-> D@>@;>
RANGE
60
FIREPOWER
4M A$5+/A3+, FA
&;@ > 60 3B$, FA
NOTES
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.
>; C @ E 30 5+ 4+ 4+ $ B@ 45 2M 2+, FA, ' * -B;@> 45 4M A$3+/A5+, FA
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. All units it moves into or over suffer a hit on a roll of 6+.
>;> C @ E 15 4+ 2+ 3+ *;; C; 90 2+, FA, K(D3)
G@ B@> 60 4M A$4+/A4+, FA
2M >;-> D@>@;> 60 4M A$5+/A3+,FF
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.
TITAN LEGION FORCES
SPECIAL RULE
Imperial Void Shields Imperial Void Shields 2 2
I<> @ > <>;@@ ; >@;>. > ; ; @ ;@ ; @ @L @@.
E ; @;@ @;< ; <;@ ; @ ; ;. D; ;@ >;> ;> @;<< ; , ;> ;@ B@ >>. # ; @ ; ;, @ @ ;> ; @>; @ @ @@ > ;>. H@ >; ; ;@ ;> ;
@ @ @> >@ @ >@ ; ; ;> @ @ @.
*; @@ ; ; ><>. E @ ><> ; ; ; @ < ; @>. I @;, @ >>;< @ @
>; @; @> ><> @ ; ;> >; B@ >> (.., ; >; 2 ; ; ><> 2 , >; 2 B@ >> ;> ><> 1 >; 1 B@ >>).
2. Imperial Void Shields
H; ; ; ; @ @ @ K> <; @@ @< <;@ ; ?%:
# <> <;@ ; , @ @ ;> ;@ @; @ @. A:
C @ >>;< @; ><> ; ; @ ; B@ >>?%:
. A:
I ;>@; @ @< @ >>;< @ > ; ><> ; @ ;> @@ ;> > @ @?%:
'> @ @, .. ; ; @; ><> @; ; , ; @ ; ><> @; ; ;> @; @ ; ><> ; ; . A:
A> ; ;> @> ; @ > ; ;@?%:
";. A: