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White Scars - New rules for you to use!
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Old 30 Jan 2007, 19:54   #1 (permalink)
Shas'O
 
Join Date: Nov 2005
Location: Canada
Posts: 5,096
Default White Scars - New rules for you to use!

Am I the only one who used to play White Scars back in 3rd ed with their totally rocking Index Astartes rules? I hope not. Anyways with the new Space Marine codex white scar armies got a little bit of the shaft and I've been meaning to rectify that. Now I have. Below are a list of changes and modifications I've made to the Space Marine codex to allow you to field a "Proper" White Scars army in 4th edition. Please note these have not been play tested so please if you use them let me know how they work! Any feedback is greatly appreciated.

[size=14pt]White Scars Army list[/size]

[size=12pt]HQ[/size]

Commander
Use the point’s values and options found in Codex Space marines. If the commander is not accompanied by a command squad he must be equipped with a Space Marine Bike, jump pack or Terminator amour.

Chaplain
Use the point’s values and options found in Codex Space marines. If the Chaplain is not accompanied by a command squad he must be equipped with a Space Marine Bike, jump pack or Terminator amour.

Librarian
Use the point’s values and options found in Codex Space marines with the changes found below. If the Librarian is not accompanied by a command squad he must be equipped with a Space Marine Bike, jump pack or Terminator amour.
The librarian may select the following psychic powers from Codex Space marines, using the point’s values and options listed there.

Might of Heroes
Fury of the Ancients
Fear of the Darkness


The following new powers are available to a White Scars Librarian

Spirit of the Plains 3/9 points
Calling upon the reckless nature of his brethren the Librarian heightens their awareness urging them forward at even greater speed.
This power is used in the space marine players shooting phase instead of firing a weapon. The Librarian and any squad he’s with immediately make a fleet move. No members of the squad may shoot that turn.

Reckless Defense 5/15 points
By watching the strands of fate the Librarian can predict the enemies’ charge. With a cry he leads a valiant counter assault!
This power may be used at the start of the opponents assault phase. If any enemy units declare a charge against the Librarian and the unit he’s joined they make an immediate counter attack. The Librarian and his squad are moved 3” directly towards the unit that is attempting to assault them. In the assault phase both units count as having charged that turn. (I.e. they both get +1 attack and any other charge bonuses such as Furious Assault or Lances). Neither side can count the benefits of cover.

Any White Scars character may be given a command squad as normal. If the character is on foot then the Command squad must be given a transport. If the character is mounted on a Space Marine bike then the command squad must be mounted on space marine bikes. If the character is equipped with terminator amour they must be given a terminator command squad. If the terminator command squad does not arrive by teleporting into battle it must be given a transport.

White Scars Command squad on Space Marine Bikes

This squad follows all the rules and options found in Codex space marines, with the following additions. Each model costs an additional 21 points. They are all equipped with a space marine bike, frag grenades, bolt pistol and lance. In addition they have the skilled riders and counter attack special abilties.
They have access to all of the same upgrades as a normal command squad, but no model in the squad may carry a heavy weapon. The command squad and any attached characters may have one of the following veteran skills for +3 points per model. Tank hunters, hit and run or furious assault.

[size=12pt]Elites[/size]

Terminators and Terminator assault squads may be chosen as normal. If they are not arriving on the board via teleportation they must be given a transport.

Veteran squads may be chose as normal but they may not take the infiltrate veteran skill. They must be given a transport.

Dreadnoughts may not be taken at all.

Veteran White Scars Bike squads may be chosen.

Cost per model: 39 Points

Unit size: Sergeant and 4-9 Veteran Bikers.
Weapons and Wargear: Each veteran rides a space marine bike w/ twin-linked bolters. They carry a bolt pistol and lance and frag grenades.

Special Rules: The unit has the skilled riders and counter attack special abilties. In addition they have ONE of the following abilities: Tank hunters, hit and run or furious assault.

Options: One model may be given one of the following weapons; melta gun or plasma gun +10 points, flamer +5 points, power lance +15 points. Additionally one model may be equipped with one of the following weapons; melta gun or plasma gun +10 points, flamer +5 points, power fist +25 points, pair of lightning claws +30 points.

Character: The sergeant may be given terminator honors for +15 points. This will give him access to the armory. If the sergeant has terminator honors the rest of the squad may be given terminator honors for +10 points per model. This does not give them access to the armory.

[size=12pt]Troops[/size]

Tactical squads may be chosen as normal from Codex: Space Marines but they must be given a transport. You may not have more tactical squads than you have squads of White Scars Bikes.

Scout squads may be chosen as normal from Codex: Space Marines. You may not have more scout squads than you have squads of White Scars Bikes.

1+ White Scars Bike squadron

These bikers have the same profile as a standard space marine bike, found in Codex Space marines. Please not the changed points costs, squad size and options for this unit.

Points per model: 36 points per model.
Squad size: Sargent and 4-9 White Scars bikes
Every model in the squad is equipped with frag grenades, a lance and rides a space marine bike.
Special Rules: Every model in the squad has the counter attack and skilled rider’s special abilities.
Options: Up to two models may be given one of the following, flamer for +5 points, melta gun or plasma gun for + 10 points.
Character: The sergeant may be given terminator honors for +15 points. This will give him access to the armory.

[size=12pt]Fast Attack[/size]

Space marine bike squads may not be selected at all.

Land speeder squadrons, attack bike squadrons and scout bike squadrons may all be selected as normal.

Assault marine squadrons may be selected but they may not remove their jump packs.

[size=12pt]Heavy Support[/size]

Predator annihilators, Vindicators and Whirlwinds may not be selected.

Land raiders, Land raider Crusaders, and Predator Destructor's may be selected as normal.

Devastators may be selected as normal but must be given a transport vehicle.

[size=12pt]Armory[/size]

The White Scars armory is the same as the one in Codex Space marines and unless otherwise noted all units and characters have the same options and restrictions as listed in Codex Space marines.

The following note is added to power weapons and close combat weapons:

No model mounted on a Space marine bike may be given a close combat weapon or power weapon. Any model that would normally have close combat weapon that is mounted on a bike must replace it with a lance. Any model that would normally have power weapon that is mounted on a bike must replace it with a power lance.
Note: Chaplains Crozius Arcanums and Librarians Force weapons are unaffected by this rule since these weapons are special items only available to them.

Two new single handed weapons are added to the weapons section.

Lance – 1 Point
This single handed weapon may only be used by a character riding a Space Marine bike. On the turn that a model armed with a lance launches an assault they gain +1 initiative in close combat (to a maximum of 10). During any other close combat phase a model equipped with a lance fights at -1 initiative (to a minimum of 1).

Power Lance – 10/15 Points
This single handed weapon may only be used by a character riding a Space Marine bike. On the turn that a model armed with a power lance launches an assault they gain +1 initiative in close combat (to a maximum of 10). During any other close combat phase a model equipped with a lance fights at -1 initiative (to a minimum of 1). A power lance is a power weapon and ignores amour saves in combat.
__________________
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Originally Posted by heliodorus04
Falstead, you're a genius!
Quote:
Originally Posted by Farseer_Emlyn
Gah! Not a silly Canadian. Can't Falstead ever be wrong?!?!? ;D
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Originally Posted by Rafe (Autarch Kiardras)
My god.... the sarcasm there nearly shorted out my computer screen Nice.
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