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)
  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)
  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
Tactical Squad (Troops)
4 4 4 4 4 1 4 1 8 3+  
Bolter (x2)
Missile Launcher (x1)
Meltagun (x1)
  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
    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)
  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
    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)
  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
    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)
  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
  Veteran Sergeant 1 4 4 4/8 4/5 1 4 2/3 9 3+  
Power Weapon (x1)
Thunder Hammer (x1)
Twin Bolter
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
  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)
Land Speeder 'Tornado' (Fast Attack)
1 BS: 4 Front: 10 Side: 10 Rear: 10  
Fast; Skimmer
Assault Cannon
Multi-Melta
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
  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)
Predator 'Destructor' (Heavy Support)
1 BS: 4 Front: 13 Side: 11 Rear: 10  
Tank
2 Sponson Lascannon
Turret Autocannon
  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.