TEXT: WHITE SCARS SPACE MARINE ARMY LIST
  “Known and feared throughout the Imperium for their high mobility, the
  Space Marines of the White Scars are the masters of the lightning strike
  method of attack, able to tear into their foes and vanish before they can
  respond. Fierce warriors, bearing the ritual scars of bravery, they fight with
  all the tribal savagery of their homeworld and brings swift death all enemies
  of the Imperium.”
  Forces
  The White Scars Space Marine Army List uses the datasheets
  from the White Scar Forces section, the Imperial Navy Forces
  section, and the Titan Legion Forces section.
  Using The Army List
  The following army list allows you to field an army based on a
  White Scars Space Marine army. It can also be used as a “stand
  in” army list for any of the White Scars’ successor chapters.
  Space Marines are organised into small formations called
  detachments. Each detachment is made up of one or more units,
  and may also include a number of extra units called upgrades.
  The detachments that may be taken in a White Scars army are
  shown on the chart that follows. The chart also shows what units
  comprise the detachment, what upgrades are allowed, and its
  points cost.
  Each upgrade that is taken adds to the cost of the detachment, as
  shown on the upgrade chart. The upgrade chart also lists the units
  that make up the upgrade. Note that these will sometimes
  replace units in the detachment they are taken for, and
  sometimes takes the form of additional units for the detachment.
  Each upgrade may be taken once per formation.
  White Scar armies may be supported by Imperial Navy aircraft,
  Titan Legion battlegroup and White Scar aircraft formations. A
  maximum of up to a third of the points available to the army
  may be spent on these formations.
  Special Rules
  The They Shall Know No Fear rule applies to all White Scars
  detachment formations (see They Shall Know No Fear).
  SPECIAL RULE
  White Scars Transport
  White Scars Transport
  The Space Marines are a highly mobile army. Because of
  this the points cost of a detachment usually includes
  enough transport vehicles to transport it and any upgrades
  that have been taken. The number of vehicles will always
  be the minimum needed to carry the formation, you can’t
  take extras along to cover any losses! The transport
  vehicles will be Land Raiders if the detachment is
  Terminators, Rhinos for any other form of detachment.
  Note that many formations don’t receive transports, usually
  because they can’t fit into them. Detachments that come
  with vehicles will be noted as having “plus transport” in the
  Units section of the detachment list below. White Scars
  detachments must take the transport vehicles for a
  detachment—you cannot leave them behind in order to
  use the unit as a garrison. You can only choose to ignore
  this if the detachment is instead to be deployed from a
  Thunderhawk gunship.
  In addition you may choose to replace a detachment’s
  vehicles with drop pods before each game, after the
  opposing army is known but before objectives are placed.
  If you choose to do this, all transported detachments in the
  army must deploy from drop pods—you can’t have some
  in transport vehicles and some deploying from drop pods.
  If you do choose to use drop pods, then the affected
  detachments will enter play in drop pods using the rules for
  Planetfall (see Planetfall). Note that you will require at least
  one Space Marine strike cruiser or battle barge to deploy
  the drop pods from.
  Space Marine – White Scars – 2020-04-24
  1
  
  IMPERIAL NAVY AIRCRAFT
  FORMATION
  UNITS
  COST
  Marauder Squadron
  Two Marauder Bombers
  250 points
  Thunderbolt Squadron
  Two Thunderbolt Fighters
  175 points
  TITAN LEGION BATTLEGROUPS
  FORMATION
  UNITS
  COST
  Warhound
  One Warhound Class Titan
  275 points
  Warhound Pack
  Two Warhound Class Titans
  500 points
  WHITE SCARS SPACE MARINE ARMY LIST
  White Scar Space Marine armies have a strategy rating of 5. Imperial Navy aircraft formations have an initiative rating of 2+. All other
  formations have an initiative rating of 1+.
  WHITE SCAR DETACHMENTS
  FORMATION
  UNITS
  UPGRADES
  COST
  Assault
  Four Assault units
  Commander, Vindicators
  175 points
  Bike
  Any eight of the following units: Attack Bike, White Scars Bike
  Commander
  325 points
  Land Speeder
  Any five of the following units: Land Speeder, Land Speeder Tornado
  Commander, Typhoons
  200 points
  Landing Craft
  One Landing Craft
  None
  350 points
  Predator
  Any four of the following units: Predator Annihilator, Predator Destructor
  Commander, Hunter, Vindicators
  250 points
  Scout
  Four Scout units plus transport
  Commander, Razorbacks, Snipers
  150 points
  0–1 Strike Cruiser
  One Strike Cruiser
  Battle Barge
  200 points
  Tactical
  Six Tactical units plus transport
  Commander, Hunter, Razorbacks, Vindicators
  275 points
  Terminator
  Four Terminator units plus transport
  Commander, Hunter, Vindicators
  575 points
  Whirlwind
  Four Whirlwinds
  Commander, Hunter, Vindicators
  275 points
  WHITE SCAR UPGRADES
  (Each upgrade may be taken once per detachment.)
  UPGRADE
  UNITS
  COST
  Battle Barge
  Replace the Strike Cruiser with a Battle Barge
  +150 points
  Captain, Chaplain, Librarian
  +50 points
  Commander
  Add any one of the following characters to any unit in the formation:
  0–1 Supreme Commander per army
  +100 points
  Hunter
  Add one Hunter
  +75 points
  Razorbacks
  Add any number of Razorbacks, up to the number required to transport the formation
  +25 points each
  Snipers
  Give up to four Scout units Sniper
  +10 points each
  Typhoons
  Replace up to five Land Speeders with an equal number of Land Speeder Typhoons
  +10 points each
  +50 points each
  Vindicators
  Add up to two Vindicators
  +75 points per pair
  IMPERIAL ALLY AND WHITE SCAR AIRCRAFT FORMATIONS
  (Up to a third of the points available may be spent on these formations.)
  WHITE SCAR AIRCRAFT
  FORMATION
  UNITS
  COST
  Thunderhawk Gunship
  One Thunderhawk Gunship
  200 points
  Space Marine – White Scars – 2020-04-24
  2
  
  NAME
  Captain
  TYPE
  CH
  SPEED
  n/a
  ARMOUR
  n/a
  CC
  n/a
  FF
  n/a
  WEAPONS
  Power Weapon
  RANGE
  (bc)
  FIREPOWER
  Assault Weapons, EA(+1), MW
  NOTES
  Commander, Invulnerable Save, Leader.
  Chaplain
  CH
  n/a
  n/a
  n/a
  n/a
  Power Weapon
  (bc)
  Assault Weapons, EA(+1), MW
  Inspiring, Invulnerable Save, Leader.
  Librarian
  CH
  n/a
  n/a
  n/a
  n/a
  Smite
  (15cm)
  Small Arms, EA(+1), MW
  Power Weapon
  (bc)
  Assault Weapons, EA(+1), MW
  Invulnerable Save, Leader.
  Supreme Commander
  CH
  n/a
  n/a
  n/a
  n/a
  Power Weapon
  (bc)
  Assault Weapons, EA(+1), MW
  Invulnerable Save, Supreme Commander.
  Assault
  INF
  30cm
  4+
  3+
  5+
  Bolt Pistols
  (15cm)
  Small Arms
  Jump Packs.
  Scout
  INF
  15cm
  5+
  4+
  5+
  Heavy Bolter
  30cm
  AP5+
  Infiltrator, Scout.
  Tactical
  INF
  15cm
  4+
  4+
  4+
  Missile Launcher
  45cm
  AP5+/AT6+
  Terminator
  INF
  15cm
  4+
  3+
  3+
  2× Assault Cannon
  30cm
  AP5+/AT5+
  Power Weapons
  (bc)
  Assault Weapons, EA(+1), MW
  Reinforced Armour, Teleport, Thick Rear Armour.
  White Scars Bike
  INF
  35cm
  4+
  3+
  4+
  Twin Bolters
  (15cm)
  Small Arms
  Mounted, Walker.
  Attack Bike
  LV
  35cm
  4+
  5+
  5+
  Heavy Bolter
  30cm
  AP5+
  Land Speeder
  LV
  35cm
  4+
  6+
  5+
  Multi-melta
  15cm
  MW5+
  and
  (15cm)
  Small Arms, MW
  Scout, Skimmer.
  Land Speeder Tornado
  LV
  35cm
  4+
  6+
  5+
  Assault Cannon
  30cm
  AP5+/AT5+
  Heavy Bolter
  30cm
  AP5+
  Scout, Skimmer.
  Land Speeder Typhoon
  LV
  35cm
  4+
  6+
  5+
  Twin Typhoon Missile
  45cm
  AP3+/AT5+
  Heavy Bolter
  30cm
  AP5+
  Scout, Skimmer.
  Hunter
  AV
  30cm
  5+
  6+
  6+
  Hunter-Killer
  60cm
  AT4+/AA4+
  Land Raider
  AV
  25cm
  4+
  6+
  4+
  2× Twin Lascannon
  45cm
  AT4+
  Twin Heavy Bolter
  30cm
  AP4+
  Reinforced Armour, Thick Rear Armour, Transport. May transport one Terminator
  unit or two infantry units without Jump Packs or Mounted.
  Predator Annihilator
  AV
  30cm
  4+
  6+
  5+
  Twin Lascannon
  45cm
  AT4+
  2× Lascannon
  45cm
  AT5+
  Predator Destructor
  AV
  30cm
  4+
  6+
  3+
  Autocannon
  45cm
  AP5+/AT6+
  2× Heavy Bolter
  30cm
  AP5+
  Razorback
  AV
  30cm
  5+
  6+
  5+
  (4+)
  0–1× Twin Lascannon
  45cm
  AT4+
  0–1× Twin Heavy Bolter
  30cm
  AP4+
  Transport. May transport one infantry unit (except a Terminator unit) without Jump
  Packs or Mounted. Armed with either a Twin Lascannon or a Twin Heavy Bolter.
  Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to
  4+.
  Rhino
  AV
  30cm
  5+
  6+
  6+
  Storm Bolter
  (15cm)
  Small Arms
  Transport. May transport two infantry units (except Terminator units) without Jump
  Packs or Mounted.
  Whirlwind
  AV
  30cm
  5+
  6+
  5+
  Whirlwind
  45cm
  1BP, Ind
  White Scar Vindicator
  AV
  30cm
  4+
  6+
  4+
  Demolisher
  30cm
  AP3+/AT4+, IC
  Landing Craft
  AC/
  WE
  Bomber
  4+
  5+
  3+
  2× Twin Lascannon
  45cm
  AT4+
  3× Twin Heavy Bolter
  15cm
  AP4+/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.
  WHITE SCAR FORCES
  
  Thunderhawk Gunship
  AC/
  WE
  Bomber
  4+
  6+
  4+
  Battle Cannon
  75cm
  AP4+/AT4+, FxF
  2× Twin Heavy Bolter
  30cm
  AP4+/AA5+, FxF
  Twin Heavy Bolter
  15cm
  AP4+/AA5+, Left
  Twin Heavy Bolter
  15cm
  AP4+/AA5+, Right
  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.
  Battle Barge
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  14BP, MW
  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.
  Strike Cruiser
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  5BP, MW
  Transport. May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20
  light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus
  six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport
  any other units being carried.
  Drop Pod
  Special
  n/a
  n/a
  n/a
  n/a
  Deathwind
  15cm
  AP5+/AT5+
  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 1
  Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
  • It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
  • Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
  • Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast
  markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in
  favour of the Space Marines.
  • When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader
  special ability remove 2 Blast markers instead of 1.
  1. They Shall Know No Fear
  How many Blast markers does a broken Space Marine unit count as having when working out the result of an assault?
  Q:
  One per unit.
  A:
  
  NAME
  Marauder Bomber
  TYPE
  AC
  SPEED
  Bomber
  ARMOUR
  4+
  CC
  n/a
  FF
  n/a
  WEAPONS
  Twin Lascannon
  RANGE
  45cm
  FIREPOWER
  AT4+/AA4+, FxF
  Bomb Racks
  15cm
  3BP, FxF
  2× Twin Heavy Bolter
  15cm
  AA5+
  NOTES
  Thunderbolt Fighter
  AC
  Fighter-
  Bomber
  6+
  n/a
  n/a
  Multilaser
  30cm
  AP5+/AT6+/AA5+, FxF
  Underwing Rockets
  30cm
  AT4+, FxF
  Storm Bolters
  15cm
  AP4+/AA5+, FxF
  Emperor Class Battleship
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  8BP, MW
  Slow and Steady.
  Lunar Class Cruiser
  SC
  n/a
  n/a
  n/a
  n/a
  Orbital Bombardment
  n/a
  3BP, MW
  Pin-Point Attack
  n/a
  MW2+, TK(D3)
  IMPERIAL NAVY FORCES
  
  NAME
  Reaver Class Titan
  TYPE
  WE
  SPEED
  20cm
  ARMOUR
  4+
  CC
  3+
  FF
  3+
  WEAPONS
  2× Turbo-Laser Destructor
  RANGE
  60cm
  FIREPOWER
  4× AP5+/AT3+, FwA
  Rocket Launcher
  60cm
  3BP, FxF
  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.
  Warhound Class Titan
  WE
  30cm
  5+
  4+
  4+
  Plasma Blastgun
  45cm
  2× MW2+, FwA, Slw
  Vulcan Mega-Bolter
  45cm
  4× AP3+/AT5+, FwA
  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. If this move takes the titan into impassable terrain or another unit it can’t move over
  then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of
  6+.
  Warlord Class Titan
  WE
  15cm
  4+
  2+
  3+
  Volcano Cannon
  90cm
  MW2+, FwA, TK(D3)
  Gatling Blaster
  60cm
  4× AP4+/AT4+, FwA
  2× Turbo-Laser Destructor
  60cm
  4× AP5+/AT3+, FxF
  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
  Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
  Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of
  the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields
  but units using their firefight values must first knock down any shields before they can damage the Titan.
  Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the
  dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).
  
  2. Imperial Void Shields
  Do void shields stop a point of damage caused by: a failed dangerous terrain test, the extra hits from the result of an assault, a Blast marker on a broken formation, or the unit ending its second withdrawal move within 15cm of the
  enemy?
  Q:
  No.
  A:
  How many void shields go down if a war engine is hit by a Titan Killer weapon that causes multiple points of damage?
  Q:
  One per each point of damage, with any left over being allocated to the unit.
  A:
  Can a formation regroup to repair downed void shields if it has no Blast markers?
  Q:
  Yes.
  A:
  If a formation with multiple units with void shields regroups is the number of repaired void shields the same for each unit or shared between them?
  Q:
  Shared between them, e.g. if you chose to repair two void shields, one unit could repair two void shields or two units could repair one void shield each.
  A:
  Are void shields considered when determining how many hits a war engine should be allocated?
  Q:
  No.
  A:
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-space-marine-white-scars-2020-04-24.pdf