Like a spear hurled from a hunter’s hand, the White Scars punch through the enemy’s defences to pierce the heart and deliver the deathblow. The sons of Chogoris fight in the ways of their ancestors, though tulwars and lances have been replaced with chainblades and bolters, and horses with roaring bikes and Land Speeders.
How This Supplement WorksThis page details additional special rules, Warlord Traits, relics and Tactical Objectives that reflect the fighting style of a White Scars force. You can use this to field a Detachment or even a whole army of the White Scars or one of their successor Chapters in games of Warhammer 40,000.
Books
White Scars DetachmentsAny Detachment with the Space Marines Faction can be a White Scars Detachment if all units in the Detachment with the Chapter Tactics special rule are drawn from the White Scars. A White Scars Detachment retains the Space Marines Faction and is treated in all ways as a Space Marines Detachment. White Scars Detachments may also use the following rules:Born in the Saddle: White Scars models with the Bike unit type have the Skilled Rider special rule and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule. Fight on the Move: White Scars models have the Hit & Run special rule. A unit composed entirely of White Scars models can re-roll the dice when determining Run moves. Special RulesWarblessedWhen a model carrying this weapon fights in a challenge, add 3 to its Weapon Skill.Tactical Objectives
Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to White Scars players, and reflect the lightning-fast, decapitating strikes favoured by the Sons of Chogoris. If your Warlord is drawn from the White Scars, you must replace the Capture & Control Tactical Objectives (numbers 11-16) either with the Tactical Objectives found in Codex: Space Marines or with these Tactical Objectives.If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a White Scars player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding White Scars Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally. RAPID REDEPLOYMENT Position is the key to victory, and the White Scars are masters of being in the right place at the right time. 11 When this Tactical Objective is generated, choose an Objective Marker that is not within 18" of any friendly models. If you cannot, choose the marker that is furthest from any of your models. Score 1 Victory Point at the end of your turn if you control that Objective Marker. Type: WHITE SCARS RUN THEM DOWN Once the Sons of the Khan have engaged their targets, they will not relent until every single one of the foe lies slain. 12 Score 1 Victory Point at the end of your turn if at least one enemy unit was caught and destroyed by a Sweeping Advance made by a friendly White Scars unit during your turn. Type: WHITE SCARS MOUNTED ASSAULT The White Scan’ combat doctrine finds its roots in the cavalry tactics used by the nomadic warriors of Chogoris. 13 Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a friendly Bike unit during the turn. If at least three enemy units were completely destroyed by friendly Bike units, score D3 Victory Points instead. Type: WHITE SCARS FEIGNED RETREAT The expert hunter knows when to strike and when to draw the enemy into a well-laid trap. 14 Score 1 Victory Point at the end of your turn if, during your turn, at least one friendly unit from a White Scars Detachment successfully breaks away from a combat it was locked in due to the Hit & Run special rule. Type: WHITE SCARS THE CLEAN KILL To one who knows his weapons and his quarry, even the most daunting creature can be slain with a single blow. 15 Score 1 Victory Point at the end of your turn if at least one enemy model that had 3 or more Wounds remaining at the start of the Assault phase was slain during that phase. If the model had 5 or more Wounds remaining at the start of the phase, score D3 Victory Points instead. Type: WHITE SCARS CLAIM THE HEAD A force without a leader is like a decapitated beast - its limbs may continue to thrash, but the death-blow has been struck. 16 Score 1 Victory Point at the end of your turn if any enemy characters were killed in a challenge during your turn. If the enemy Warlord was slain in a challenge, score D3 Victory Points instead. If your Warlord slew the enemy Warlord in a challenge, score D3+3 Victory Points instead. Type: WHITE SCARS
Warlord TraitsWhen generating his Warlord Traits, a White Scars Warlord may choose to roll on the table below instead of on those found in Warhammer 40,000: The Rules or Codex: Space Marines.
DetachmentsScarblade Strike ForceThe Scarblade Strike Force allows you to represent the White Scars in a way that showcases their unique strengths on the Warhammer 40,000 battlefield. Whether you wish to assemble a hunting force to deal with a xenos incursion or a swift assault group that is part of a larger force, the choices below offer great freedom and a number of benefits. The Scarblade Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Scarblade Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Scarblade Strike Force, that entire Scarblade Strike Force is your Primary Detachment. Command
0-3 Core
1-2 Auxiliary
1+
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to three Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the White Scars chapter. COMMAND BENEFITS Lightning Assault: Units from this Detachment can re-roll failed Initiative tests when attempting to leave combat using the Hit & Run special rule. The Relics of Chogoris are revered artefacts and trophies of war borne into battle by the most skilled hunters of the White Scars. Each is a powerful symbol to the warriors of that Chapter, and a treasure that has survived through uncounted battles. Only one of each of the following items may be chosen per army. Units in a White Scars Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Chogoris list at the points cost shown instead. You can take items from both lists in the Detachment. A single model in your army that may take items from the Space Marine Standards list may instead take The Banner of the Eagle.
* The Glaive of Vengeance has two profiles for both Strength and AP. The first is used only on a turn in which the bearer charged; the second is used at all other times.
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