2000 Pts - White Scars Army Rules | Storm Lords, 2nd Brotherhood |
This list is for the Rogue Trader at Dakka Dakka on 23 Feb 2003. Comments or ideas? email me!
Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Save | |
Force Commander (HQ) |
1 | 5 | 5 | 4/8 | 4/5 | 3 | 5 | 4/5 | 10 | 2+ | |
Independent Character Power Lance (x1) Thunder Hammer (x1) |
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Terminator Honours | +1 Attacks. | ||||||||||
Artificer Armour | 2+ armour save. | ||||||||||
Bike | Independent characters may re-roll any dice throws for moving through difficult terrain. | ||||||||||
Tactical Squad (Troops) |
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x2) Lascannon (x1) Meltagun (x1) |
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Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter | |||||||||||
Razorback APC | 1 | BS: 4 Front: 11 Side: 11 Rear: 10 | |||||||||
Carries up to 6 Space Marines; Tank Twin Lascannon |
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Tactical Squad (Troops) |
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x2) Missile Launcher (x1) Meltagun (x1) |
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Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter | |||||||||||
Razorback APC | 1 | BS: 4 Front: 11 Side: 11 Rear: 10 | |||||||||
Carries up to 6 Space Marines; Tank Lascn. & Plasma Guns |
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Dozer Blade | Re-roll failed terrain test if move < 6". | ||||||||||
Tactical Squad (Troops) |
8 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x6) Missile Launcher (x1) Meltagun (x1) |
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Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | |
Bolt Pistol & CCWep. | |||||||||||
Rhino APC | 1 | BS: 4 Front: 11 Side: 11 Rear: 10 | |||||||||
Carries up to 10 Space Marines; Tank; If immobilised,
can attempt to repair instead of shooting - this succeeds on the roll of
a 6 Storm Bolter |
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Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | ||||||||||
Dozer Blade | Re-roll failed terrain test if move < 6". | ||||||||||
Tactical Squad (Troops) |
8 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | |
Bolter (x6) Heavy Bolter (x1) Meltagun (x1) |
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Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 3+ | |
Bolt Pistol & CCWep. | |||||||||||
Rhino APC | 1 | BS: 4 Front: 11 Side: 11 Rear: 10 | |||||||||
Carries up to 10 Space Marines; Tank; If immobilised,
can attempt to repair instead of shooting - this succeeds on the roll of
a 6 Storm Bolter |
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Hunter-Killer Missile | Unlimited range, S8, AP3, Heavy 1. 1 shot per battle. | ||||||||||
Smoke Launchers | Use instead of shooting- for one turn, penetrating hits count as glancing blows. | ||||||||||
Scout Squad (Troops) |
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 4+ | |
Infiltrate if allowed (as long as no Apothecary
or Techmarine is present); Roll an extra D6 when moving through difficult
terrain Sniper Rifle (x3) Heavy Bolter (x1) |
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Sergeant | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2 | 8 | 4+ | |
Bolt Pistol & CCWep. | |||||||||||
Veteran Squad (Elites) |
5 | 4 | 4 | 4 | 4/5 | 1 | 4 | 1/2* | 9 | 3+ | |
Bolt Pistol & CCWep. (x4) Meltagun (x1) Twin Bolter |
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Veteran Sergeant | 1 | 4 | 4 | 4/8 | 4/5 | 1 | 4 | 2/3 | 9 | 3+ | |
Power Weapon (x1) Thunder Hammer (x1) Twin Bolter |
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Scout Bike Squad (Fast Attack) |
3 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 4+ | |
Bikes Twin Bolter Bolter (x1) Shotgun (x2) Shotgun Krak Grenades |
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Veteran Sergeant | 1 | 4 | 4 | 4/8 | 4/5 | 1 | 4 | 2/3 | 9 | 4+ | |
Twin Bolter Krak Grenades Close Combat Weapon (x1) Thunder Hammer (x1) |
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Land Speeder 'Tornado' (Fast Attack) |
1 | BS: 4 Front: 10 Side: 10 Rear: 10 | |||||||||
Fast; Skimmer Assault Cannon Multi-Melta |
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Assault Squad (Fast Attack) |
5 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 8 | 3+ | |
Bolt Pistol & CCWep. (x3) Plasma P. & CC Wep. (x2) Frag Grenades Krak Grenades Jump Packs |
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Veteran Sergeant | 1 | 4 | 4 | 4/8 | 4 | 1 | 4 | 2/3 | 9 | 3+ | |
Frag Grenades Krak Grenades Jump Packs Plasma Pistol (x1) Power Fist (x1) |
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Predator 'Destructor' (Heavy Support) |
1 | BS: 4 Front: 13 Side: 11 Rear: 10 | |||||||||
Tank 2 Sponson Lascannon Turret Autocannon |
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Searchlight | Allows one enemy unit to be fired at by any friendly unit in range and with line of sight. Vehicle can then be fired on by any enemy unit. | ||||||||||
Option Footnotes: | |||||||||||
Assault Cannon | 24"R, S6, AP4, Heavy 3. Jams (and cannot be used further) if 3 1's are rolled to hit. | ||||||||||
Autocannon | 48"R, S7, AP4, Heavy 2. | ||||||||||
Bolt Pistol | 12"R, S4, AP5, Pistol. | ||||||||||
Bolter | 24"R, S4, AP5, Rapid Fire. | ||||||||||
CC Weapon | +1A if used with another CCW / pistol. | ||||||||||
Frag Grenades | When attacking troops in cover, both sides go simultaneosly. Power Fists still go last. | ||||||||||
Heavy Bolter | 36"R, S5, AP4, Heavy 3. | ||||||||||
Krak Grenades | May be used against vehicles and immobile Dreadnoughts. One attack per model, 6+D6 AP. | ||||||||||
Lascannon | 48"R, S9, AP2, Heavy 1. | ||||||||||
Lascn. & Plasma Guns | Lascannon: 48"R, S9, AP2, Heavy 1. Plasma Guns: 24"R, S7, AP2, Linked. | ||||||||||
Meltagun | 12"R, S8, AP1, +D6 AP at 6". | ||||||||||
Missile Launcher | 48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). | ||||||||||
Multi-Melta | 24"R, S8, AP1, Heavy 1, +D6 AP at 12". | ||||||||||
Plasma Pistol | 12" R, S7, AP2, Pistol. Overheats- if you roll a '1' to hit, make a save or take a wound. | ||||||||||
Power Fist | Always go last. No armour save. Doubles strength. | ||||||||||
Power Lance | No armour save in close combat; +1 initiative when charging or counter-charging, -1 initiative when not. | ||||||||||
Power Weapon | No armour save in close combat. | ||||||||||
Shotgun | 12"R, S3, AP-, Assault 2. | ||||||||||
Sniper Rifle | 36"R, Wounds on 4+, AP6. Hits on 2+. | ||||||||||
Storm Bolter | 24"R, S4, AP5, Assault 2. | ||||||||||
Thunder Hammer | Doubles Strength, no armour save, always goes last. Models wounded may not attack again until the end of the next Assault phase. Vehicles hit suffer "Crew Shaken" in addition to other damage. | ||||||||||
Twin Bolter | 24"R, S4, AP5, Rapid Fire, Linked. Always fires as if stationary. | ||||||||||
Twin Lascannon | 48"R, S9, AP2, Heavy 1, Linked. |
Total Army Cost: 1998 Pts. |
Notes: Independent Characters must start the game with a squad with room in a transport, or be given a Jump Pack or Bike. Command Squads must be mounted in a Rhino or Razorback. Born in the Saddle, Counter-Attack, Flankers, Hit & Run. If Deep Strike is allowed, the army may deploy in Drop Pods. And They Shall Know No Fear rules apply to all Space Marines. Models in Army: 56 |
Validation Results: Every unit in a White Scars army must have some kind of transport - for example, Deep Strike, Jump Packs or a vehicle. |
Troop Type | Count | Unused | Points | Unused | Percent |
HQ (>=1unit <=2unit) | 1 | 1 | 175 | 1825 | 8% |
Elite (<=3unit) | 1 | 2 | 295 | 1705 | 14% |
Troops (>=2unit <=6unit) | 5 | 1 | 901 | 1099 | 45% |
Fst. Atck. (<=3unit) | 3 | 0 | 501 | 1499 | 25% |
Hvy. Supp. (<=3unit) | 1 | 2 | 126 | 1874 | 6% |
Other (N/A) | 0 | n/a | 0 | 2000 | 0% |
Equipment Summary | 9 | n/a | 102 | n/a | 5% |
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc. |