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Warhammer 40K: White Scars Roster

The document outlines a 500-point army roster for the Adeptus Astartes - White Scars faction in a tabletop game, detailing the units, weapons, and abilities included in the Stormlance Task Force detachment. Key units include Kor'sarro Khan as the warlord, Assault Intercessor Squad, Bladeguard Veteran Squad, Invader ATV, Outrider Squad, and Invictor Tactical Warsuit, each with specific rules and weapon configurations. The document also includes rules for various abilities such as Oath of Moment, Lightning Assault, and others that enhance gameplay mechanics for this army configuration.

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Juan Pedro
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0% found this document useful (0 votes)
19 views5 pages

Warhammer 40K: White Scars Roster

The document outlines a 500-point army roster for the Adeptus Astartes - White Scars faction in a tabletop game, detailing the units, weapons, and abilities included in the Stormlance Task Force detachment. Key units include Kor'sarro Khan as the warlord, Assault Intercessor Squad, Bladeguard Veteran Squad, Invader ATV, Outrider Squad, and Invictor Tactical Warsuit, each with specific rules and weapon configurations. The document also includes rules for various abilities such as Oath of Moment, Lightning Assault, and others that enhance gameplay mechanics for this army configuration.

Uploaded by

Juan Pedro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Imperium - Adeptus Astartes - White Scars - Coliseo - (500 pts)

Army Roster (Imperium - Adeptus Astartes - White Scars) (500 pts)


Rules: Oath of Moment

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Stormlance Task Force

Abilities: Lightning Assault

Show/Hide Options

Epic Hero (70 pts)


Kor'sarro Khan (1) Warlord
(70 pts)
Rules: Oath of Moment, Leader, Pistol, Devastating Wounds, Precision
Unit: Kor'sarro Khan
Abilities: For the Khan!, Trophy Taker, Leader, Inspiring Commander, Invulnerable Save
Ranged Weapons: Bolt Pistol[1]
Melee Weapons: Moonfang

Battleline (75 pts)


Assault Intercessor Squad (5) • Assault Intercessor Sergeant: Thunder Hammer, Plasma Pistol
(75 pts) • 4x Assault Intercessors

Rules: Oath of Moment, Hazardous, Pistol, Devastating Wounds


Unit: Assault Intercessor Squad
Abilities: Shock Assault
Ranged Weapons: Plasma Pistol - Supercharge, Plasma Pistol - Standard, Heavy Bolt Pistol (x4) (x4)
Melee Weapons: Thunder Hammer, Astartes Chainsword (x3) (x3)

Infantry (90 pts)


Bladeguard Veteran Squad (3) • Bladeguard Veteran Sergeant: Neo-volkite Pistol
(90 pts) • 2x Bladeguard Veterans

Rules: Oath of Moment, Devastating Wounds, Pistol


Unit: Bladeguard Veteran Squad
Abilities: Bladeguard, Invulnerable Save
Melee Weapons: Master-crafted Power Weapon (x2) (x4)
Ranged Weapons: Neo-volkite Pistol, Heavy Bolt Pistol (x4) (x4)

Mounted (140 pts)


Invader ATV (1) Onslaught Gatling Cannon
(60 pts)
Rules: Oath of Moment, Pistol, Twin-linked, Devastating Wounds
Unit: Invader ATV
Abilities: Outrider Escort
Ranged Weapons: Bolt Pistol[2], Twin Bolt Rifle (x3) (x3), Onslaught Gatling Cannon
Melee Weapons: Close Combat Weapon

Outrider Squad (3) • 2x Outrider


(80 pts) • Outrider Sergeant

Rules: Oath of Moment, Pistol, Twin-linked


Unit: Outrider Squad
Abilities: Thunderous Impact
Melee Weapons: Astartes Chainsword (x3) (x6)
Ranged Weapons: Heavy Bolt Pistol (x4) (x8), Twin Bolt Rifle (x3) (x6)

Vehicle (125 pts)


Invictor Tactical Warsuit (1) Twin Ironhail Autocannon
(125 pts)
Rules: Scouts 8", Deadly Demise D3, Oath of Moment, Blast, Sustained Hits, Rapid Fire, Twin-linked
Unit: Invictor Tactical Warsuit
Abilities: Combat Support, Damaged: 1-4 Wounds Remaining
Ranged Weapons: Fragstorm Grenade Launcher, Heavy Bolter, Twin Ironhail Heavy Stubber, Twin Ironhail
Autocannon
Melee Weapons: Invictor Fist
Rules:

Oath of Moment If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army.
Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with
this ability makes an attack that targets your Oath of Moment target:
% You can reroll the Hit roll
% If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space
Wolves keywords, add 1 to the Wound roll as well.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Scouts 8" Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
have units that can do this, the player who is taking the first turn moves their units first.
Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Abilities

Lightning Assault

Adeptus Astartes units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back

For the Khan!

While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability and melee weapons equipped by models in
that unit have the [LANCE] ability.

Trophy Taker

Each time this model destroys an enemy Character model, you gain 1CP

Leader

This model can be attached to the following units:

% Assault Intercessor Squad


% Bladeguard Veteran Squad
% Intercessor Squad
% Sternguard Veteran Squad
% Tactical Squad
% Company Heroes

Inspiring Commander

If you include this model in your army, until the end of the battle, non-Character models in Outrider Squad units from your army have an Objective Control
characteristic of 3 while they are not Battle-shocked.

Invulnerable Save

4+

Shock Assault

Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you
can re-roll the Wound roll instead.

Bladeguard

At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:

% Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
% Shields of the Imperium: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of 1.

Outrider Escort

Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Mounted unit within 6" of this model is selected as the target of an attack,
this model can use this ability. If it does, after that enemy unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but
when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

Thunderous Impact

Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that
attack by 1

Combat Support

Once per turn, in your opponent’s Shooting phase, when a friendly Adeptus Astartes Phobos Infantry unit within 6" of this model is selected as the target of
an attack, this model can use this ability. If it does, after that enemy model’s unit has finished making its attacks, this model can shoot as if it were your
Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

Damaged: 1-4 Wounds Remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Unit M T SV W LD OC

Kor'sarro Khan 6" 4 3+ 5 6+ 1

Assault Intercessor Squad 6" 4 3+ 2 6+ 2

Bladeguard Veteran Squad 6" 4 3+ 3 6+ 1

Invader ATV 12" 5 3+ 8 6+ 2

Outrider Squad 12" 5 3+ 4 6+ 2

Invictor Tactical Warsuit 8" 8 3+ 12 6+ 4

Ranged Weapons Range A BS S AP D Keywords

Bolt Pistol[1] 12" 1 2+ 4 0 1 Pistol

Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2 Hazardous, Pistol

Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol

Heavy Bolt Pistol (x4) (x4) 18" 1 3+ 4 -1 1 Pistol

Neo-volkite Pistol 12" 1 3+ 5 0 2 Devastating Wounds, Pistol

Bolt Pistol[2] 12" 1 3+ 4 0 1 Pistol

Twin Bolt Rifle (x3) (x3) 24" 2 3+ 4 -1 1 Twin-linked

Onslaught Gatling Cannon 24" 8 3+ 5 0 1 Devastating Wounds

Fragstorm Grenade Launcher 18" D6 3+ 4 0 1 Blast

Heavy Bolter 36" 3 3+ 5 -1 2 Sustained Hits 1

Twin Ironhail Heavy Stubber 36" 3 3+ 4 0 1 Rapid Fire 3, Twin-linked

Twin Ironhail Autocannon 48" 3 3+ 9 -1 3 Twin-linked

Melee Weapons Range A WS S AP D

Moonfang Melee 6 2+ 5 -2 2

Devastating Wounds, Precision

Thunder Hammer Melee 3 4+ 8 -2 2

Devastating Wounds

Astartes Chainsword (x3) (x3) Melee 4 3+ 4 -1 1

Master-crafted Power Weapon (x2) (x2) Melee 4 3+ 5 -2 2

Close Combat Weapon Melee 5 3+ 4 0 1

Invictor Fist Melee 5 3+ 14 -2 3

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