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THE APOCRYPHA OF SKAROS ---- 1.

1
By Simon Simulated Knave/Octavulg Jack

Apocrypha of Skaros armies have a strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating
of 1+. The They Shall Know No Fear rule applies to all Space Marine formations.
SPACE MARINE DETACHMENTS
(An Apocrypha of Skaros army may contain any number of Space Marine detachments)
DETACHMENT CORE UNITS UPGRADES COST
Tactical Six Space Marine Tactical units plus Armoured Support, Commander, Demi-Company, Dreadnought, 275
transport Hunter, Razorback
Devastator Four Space Marine Devastator units Commander, Dreadnought, Hunter, Land Raider Terminus, 250
plus transport Razorback, Support Weapons
Bike Five Space Marine Bike or Attack Bike Armoured Support, Commander 200
units, in any combination
Land Speeder Five Space Marine Land Speeders Commander, Land Speeders 200
Land Raider Four Space Marine Land Raiders Armoured Support, Commander, First Company, Hunter, Land 325
Raider Terminus
Predator Four Space Marine Predator Armoured Support, Commander, Land Raiders, Land Raider 225
Destructors Terminus, Hunter
Whirlwind Four Space Marine Whirlwinds Commander, Hunter 300
Armoury Three Space Marine Anti-Personnel Commander, Dreadnought, Land Raiders, Support Weapons 175
Support Weapons and three Space
Marine Anti-Tank Support Weapons
SPACE MARINE UPGRADES
(Each allowed upgrade may only be taken once by each detachment)
UPGRADE UNITS COST
Armoured Support Add one or two Predator Destructors or Vindicators to the formation. Any +50 for each Vindicator or Predator Destructor
number of Predator Destructors in the formation may be replaced with +10 for each Annihilator
Predator Annihilators for the appropriate cost.
Commander Add 1 Space Marine Commander character to a unit in the formation. The A Commander is +50 points.
Commander may be a Captain, Librarian or Chaplain. One Commander in A Supreme Commander is an additional +50
the army may be a Supreme Commander. points.
A formation with a Captain or Supreme Commander may add a Damocles A Damocles Command Rhino is an additional +50
Command Rhino for +50 points. points.
Demi-Company Add two Devastator units plus transport and/or two Assault units to the +50 points for two Assault units
formation. +100 points for two Devastator units
Dreadnought Add one or two Dreadnoughts to the formation +50 points each
First Company Add up to four Terminator units to the formation +75 points each
Hunter Add one Hunter to the formation +75 points
Land Speeders Replace any number of Land Speeders with 1 Land Speeder Tornado or +0 per Tornado, +25 per Typhoon
Typhoon each
Land Raiders Add one or two Land Raiders to the formation +75 each
Land Raider Terminus Add a Land Raider Terminus to the formation +100 points
Razorback Add up to three Razorbacks to the formation, up to the number required +25 for one, +50 for two, +100 for three
to transport it.
Support Weapons Add two Support Weapons to the formation in any combination +50 points
IMPERIAL SUPPORT FORMATIONS
(Up to one-quarter of an army's points may be spent on Support formations)
AIRCRAFT TITAN LEGION BATTLEGROUPS
FORMATION COST FORMATION COST
Thunderhawk Gunship 225 points Two Warhound-class Titans 500 points
Thunderhawk (Close Air Support) 250 points One Reaver-class Titan 650 points
Thunderhawk (Saturation Bombing) 250 points One Warlord-class Titan 850 points
Special Rules:
1.1.1.1 "And They Shall Know No Fear"
Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
It takes two Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over Blast markers).
Space Marine formations are only broken if they have two Blast markers per unit in the formation.
Space Marine formations only count half their number of blast markers in assault resolution (rounding down - note that assault resolution will not receive
+1 for having no blast marker 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 then it receives a number of Blast markers equal to the number of units, rather than half this number.
Space Marine units with the Leader special ability remove 2 Blast markers instead of 1.

1.1.1.2 Space Marine Transports


The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to
transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of
Rhinos will always be the minimum needed to carry the formation; you cant take extras along to cover any losses! Note that many formations dont
receive Rhinos, usually because they cant fit into them. Detachments that come with Rhinos will be noted as having plus transport in the units section of
the army list below.

Also note that you dont have to take Rhinos if you dont want to. If youd rather field the formation on foot instead, so it can act as a garrison for
example, then you may do so. Choosing transport options is part of the army selection process. Portions of a formation may be left behind during
deployment (to garrison, for example) but the decision to exchange options, even free ones, must be determined when the army list is determined.

Disclaimer: Everything in this list, except my name and aliases, is copyright, trademark, and/or a derivation of the intellectual
property of Games Workshop. Used without permission. No infringement is intended. Please don't sue me, I'm poor and know
about your IP infringement.
Space Marine Infantry
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RNG FIREPOWER NOTES
Tactical INF 15cm 4+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+
Bolters 15cm Small Arms
Devastator INF 15cm 4+ 5+ 3+ 2x Missile 45cm AP5+/AT6+
Launcher 15cm Small Arms
Bolters
Assault INF 30cm 4+ 3+ 5+ Bolt Pistols 15cm Small Arms Jump Packs
Chainswords B.C Assault Weapons
Bike INF 35cm 4+ 3+ 4+ Bolters 15cm Small Arms Mounted
Chainswords B.C Assault Weapons
Terminator INF 15cm 4+ 3+ 3+ 2x Assault Cannon 30cm AP5+/AT5+ Reinforced Armor, Thick Rear Armor, Teleport
Storm Bolters 15cm Small Arms
Power Weapons B.C Assault Weapons, EA
+1, MW
Anti-Personnel INF 10cm 6+ 6+ 5+ TL Heavy Bolter 30cm AP4+
Support
Weapon
Anti-Tank INF 10cm 6+ 6+ 6+ TL Lascannon 45cm AT4+
Support
Weapon
Space Marine Armored Vehicles

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RNG FIREPOWER NOTES


Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker ---- choose either ML&TLLC or AC&PF
Twin Lascannon 45cm AT4+ before the game
OR
Assault Cannon 30cm AP5+/AT5+
Power Fist B.C Assault Weapons, EA
+1, MW
Land Raider AV 25cm 4+ 6+ 4+ 2x TL Lascannon 45cm AT4+ Reinforced Armor, Thick Rear Armor, Transport
TL Heavy Bolter 30cm AP4+ (may carry 1 Terminator OR any two units of:
Tactical, Devastator, Scout)
Land Raider AV 25cm 4+ 6+ 4+ 3xTL Lascannon 45cm AT4+ Reinforced Armor, Thick Rear Armor
Terminus 2xLascannon 45cm AT5+
Predator AV 30cm 4+ 6+ 5+ 2xLascannon 45cm AT5+
Annihilator TL Lascannon 45cm AT4+
Predator AV 30cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+
Destructor Autocannon 45cm AP5+/AT6+
Vindicator AV 25cm 4+ 6+ 5+ Demolisher 30cm AP3+/AT4+, Ignore Walker
Cannon Cover
Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire
Launcher
Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+
Rhino AV 30cm 5+ 6+ 6+ Storm Bolter 15cm Small Arms Transport (may carry any two units of: Tactical,
Devastator, Scout)
Razorback AV 30cm 5+ 6+ 5+ TL Heavy Bolter 30cm AP5+ Transport (may carry any one unit of: Tactical,
OR Devastator, Scout)
TL Lascannon 45cm AT4+
Damocles AV 30cm 5+ 6+ 6+ Storm Bolter 15cm Small Arms Improved Comms (see end of list). May provide
Command leader to any one formation on the table each
Rhino turn. Select which formation when the
Damocles' formation is activated
Space Marine Light Vehicles

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RNG FIREPOWER NOTES


Attack Bike LV 35cm 4+ 5+ 4+ Heavy Bolter 30cm AP5+
Land Speeder LV 35cm 4+ 6+ 5+ Multi-Melta 15cm Small Arms, MW Skimmer, Scout
AND
MW5+
Land Speeder LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout
Tornado Heavy Bolter 30cm AP5+
Land Speeder LV 35cm 4+ 6+ 5+ Typhoon Missiles 45cm AP3+/AT5+ Skimmer, Scout
Typhoon Heavy Bolter 30cm AP5+

Space Marine Characters

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RNG FIREPOWER NOTES


Captain CH -- -- -- -- Power Weapon B.C Assault Weapons, Invulnerable Save, Leader, Commander
EA+1, MW (Supreme Commander allows one reroll per
turn)
Librarian CH -- Power Weapon B.C Assault Weapons, Invulnerable Save, Leader
EA+1, MW
Smite 15cm Small Arms, EA+1,
MW
Chaplain CH -- B.C Assault Weapons, Invulnerable Save, Leader, Inspiring
EA+1, MW
Space Marine Support

UNIT TYPE SPEED ARM CC FF WEAPONS RNG FIREPOWER NOTES


Thunderhawk AC/WE Bomber 4+ -- -- TL Heavy Bolter 15cm AP4+/AA5+, RF DC2, Reinforced Armor, Transport (may carry 8 of
Gunship TL Heavy Bolter 15cm AP4+/AA5+, LF the following units: Tactical, Assault, Devastator, Scout,
2xTL Heavy Bolter 30cm AP4+/AA5+, FxF Bike, Terminator and Dreadnought. Terminators and
Battle Cannon 75cm AP4+/AT4+, FxF Dreadnoughts take up two spaces each.)
Critical Hit Effect: The pilot loses control and
the Thunderhawk crashes
Thunderhawk AC/WE Bomber 4+ -- -- TL Heavy Bolter 15cm AP4+/AA5+, RF DC2, Reinforced Armor
(Close Air TL Heavy Bolter 15cm AP4+/AA5+, LF Critical Hit Effect: The pilot loses control and
Support) 2x TL Heavy Bolter 30cm AP4+/AA5+, FxF the Thunderhawk crashes
2x Hellfire Missiles 30cm AT4+, FxF
Turbo Laser 45cm 2xAP5+/AT3+, FxF
Thunderhawk AC/WE Bomber 4+ -- -- Bombs 15cm 2BP, FxF, Ignore DC2, Reinforced Armor
(Saturation Cover Critical Hit Effect: The pilot loses control and
Bombing) TL Heavy Bolter 15cm AP4+/AA5+, RF the Thunderhawk crashes
TL Heavy Bolter 15cm AP4+/AA5+, LF
2xTL Heavy Bolter 30cm AP4+/AA5+, FxF
Battle Cannon 75cm AP4+/AT4+, FxF
Improved Comms: A character in the same formation as this unit may replace the 5cm restriction in the Commander special ability with any
formation on the table for purposes of combined assaults.

1.1.1.1 "And They Shall Know No Fear": Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:
It takes two Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over Blast markers).
Space Marine formations are only broken if they have two Blast markers per unit in the formation.
Space Marine formations only count half their number of blast markers in assault resolution (rounding down - note that assault resolution will not receive +1 for having no blast
marker 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.
A broken Space Marine formation that rallies receives a number of Blast markers equal to the number of units, rather than half this number.
Space Marine units with the Leader special ability remove 2 Blast markers instead of 1.

1.1.1.2 Space Marine Transports: Some detachments come with enough Rhino transport vehicles to transport their units. These detachments will be noted as having 'plus
transport' in the units section of the army list. Determine the number of Rhinos needed before upgrades are purchased. Some upgrades also have the plus transport option add
their Rhinos when the upgrade is added. You need not take these Rhinos if you do not wish to. However, this decision is part of the army creation process, and must be made
when the army list is created.

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