netea space marine white scars 2014-12-10

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Page 1: Netea Space Marine White Scars 2014-12-10

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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: