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★ White Scars

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 Works

This 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.


BookKindEditionVersionLast update
► White ScarsCodex Supplement71.0January 2016

White Scars Detachments

Any 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 Rules


When a model carrying this weapon fights in a challenge, add 3 to its Weapon Skill.

Tactical Objectives

11Rapid Redeployment 
12Run Them Down 
13Mounted Assault 
14Feigned Retreat 
15The Clean Kill 
16Claim the Head 

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.

Position is the key to victory, and the White Scars are masters of being in the right place at the right time.
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.
Once the Sons of the Khan have engaged their targets, they will not relent until every single one of the foe lies slain.
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.
The White Scan’ combat doctrine finds its roots in the cavalry tactics used by the nomadic warriors of Chogoris.
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.
The expert hunter knows when to strike and when to draw the enemy into a well-laid trap.
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.
To one who knows his weapons and his quarry, even the most daunting creature can be slain with a single blow.
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.
A force without a leader is like a decapitated beast - its limbs may continue to thrash, but the death-blow has been struck.
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.

Designer’s Note
If you own a deck of White Scars Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When 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.

D6Warlord Traits
1Master Rider
Even before he became a Space Marine your Warlord was a master at mounted combat, swift as the wind and impossible to unseat.
Add 1 to the result of any Jink saves you make for your Warlord if he is equipped with a Space Marine bike. If he is not, treat this result as 'Deadly Ambush' instead. 
2Deadly Ambush
White Scars know the value of a well-timed assault on an unsuspecting enemy, and none more so than your Warlord.
You can add or subtract 1 to the result of any Reserve Rolls you make while your Warlord is on the battlefield or in Reserve
3Hunter’s Instincts
Your Warlord takes great delight in hunting the deadliest prey available, whether they be mechanical, biological or otherworldly.
Your Warlord has the Monster Hunter and Tank Hunters special rules. 
4Hammer of the Khan
Even amongst the White Scars, the ferocity with which this Warlord's charge, hits home is legend throughout the Chapter.
Your Warlord has the Hammer of Wrath special rule. If he already has this special rule, he makes D3 additional attacks instead of 1. 
5Unrivalled Hunter
For your Warlord the hunt never ceases, and he is ever seeking another head to take in the name of the Emperor.
Add 1 to your Warlord’s Strength and Attacks characteristics while he is fighting in a challenge. If he is fighting in a challenge against an enemy Warlord, he can also re-roll failed To Hit rolls
6Merciless Warrior
Your Warlord neither gives nor demands mercy, ordering his warriors to hound the foe until none remain alive.
When your Warlord or a friendly White Scars unit within 12" makes a Sweeping Advance, you can re-roll the dice. 


Scarblade Strike Force

The 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.


 • 1 of the following:
  - Kor’sarro Khan
  - Terminator Captain
  - Captain
  - Chaplain
 • 0-1 Honour Guard
 • 0-1 Command Squad
 • 1 Chaplain
 • 1 Command Squad

 • 3-5 Librarians

 • 1 Captain or Chaplain1
 • 0-1 Command Squad
 • 3 Tactical Squads
 • 1 Devastator Squad
 • 1 unit chosen from the following list: Assault Squad, Bike Squad, Attack Bike Squad, Land Speeders
1 Kor’sarro Khan may be taken in place of the Captain

 • 1 Captain1
 • 0-1 Chaplain
 • 0-1 Command Squad
 • 2-5 Bike Squads
 • 1-3 Attack Bike Squads
 • 1-3 Scout Bike Squads
1 Kor’sarro Khan may be taken in place of the Captain.

 • 1-3 units of Land Speeders
 • 1-3 Scout Squads

 • 1 Techmarine
 • 0-3 units of Thunderfire Cannons
 • 3-5 units chosen in any combination from the following list:
  - Vindicators
  - Predators
  - Whirlwinds
 • 0-1 Sergeant Chronus

 • 3-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
 • 0-1 Sergeant Telion

 • 3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer
 • 1-3 units of Land Speeders
 • 2 units chosen in any combination from the following list:
  - Bike Squad
  - Attack Bike Squad
  - Scout Bike Squad

 • 3-5 units chosen in any combination from the following list:
  - Terminator Squad
  - Terminator Assault Squad
  - Sternguard Veteran Squad
  - Vanguard Veteran Squad

 • 1 unit of Hunters
 • 1 unit of Stalkers

 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders

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.

Lightning Assault: Units from this Detachment can re-roll failed Initiative tests when attempting to leave combat using the Hit & Run special rule.

Maximum Impact: If a unit from this Detachment successfully charges an enemy unit that is at least 8" away, it gains the Hammer of Wrath rule for the duration of the Assault phase. If it already has the Hammer of Wrath rule, it can re-roll failed To Wound rolls when resolving Hammer of Wrath attacks.

Ride the Wind: Vehicles from this Detachment that move Flat Out and Bikes from this Detachment that Turbo-boost move an additional D6", or 2D6" if they are a Fast vehicle or Flyer.

Relics of Chogoris

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.

Mantle оf the Stormseer 20 pts
The Hunter’s Eye 20 pts
Scimitar of the Great Khan 25 pts
Wrath of the Heavens 25 pts
The Banner of the Eagle1 30 pts
The Glaive of Vengeance 30 pts
1 A single model in your army that may take items from the Space Marine Standards list may instead take The Banner of the Eagle.

Mantle оf the Stormseer

The ancient psychic hood known as the Mantle of the Stormseer crackles with barely contained elemental energies. None know who crafted this relic, but it is gifted to whichever Librarian demonstrates the greatest skill at communing with the spirits of the storm. Said to channel these entities, the mantle not only wreathes its wearer in a shroud of counter-psychic force, but allows him to wield the wrath of the storm itself. At such times the Stormseer’s eyes glow with a harsh light, and corposant crawls across his armour as the enemy are plucked from the ground and hurled to their deaths by howling psychic gales.
Librarian only. A model equipped with the Mantle of the Stormseer has the Adamantium Will special rule and knows the Psychic Maelstrom power from the Telekinesis discipline in addition to any others he knows. This is not considered when determining if he has Psychic Focus.

Scimitar of the Great Khan

One of the favoured weapons of the tribes of Chogoris is the scimitar - a light, curved blade well-suited to their mounted style of warfare. It is little surprise that the armouries of the White Scars contain many power swords forged in the style of traditional Chogorian scimitars. Of these finely wrought weapons, the most singular and storied weapon is the masterwork blade known as the Scimitar of the Great Khan. Intricate filigree runs along the length of its blade, depicting many of the White Scars' greatest victories. Chapter lore holds that this weapon was blessed by the Great Khan himself during the purging of Daikeos. Soon after, his champion Ghorotei struck the head from the Ironwyrm King in single combat.

Range S AP Type
- +1 3 Melee, Warblessed, Master-crafted

Warblessed: When a model carrying this weapon fights in a challenge, add 3 to its Weapon Skill.

The Banner of the Eagle

As a First Founding Chapter, the White Scan can trace their history back to the birth of the Imperium. The oldest relics of the Chapter date back to that ancient time, and the Banner of the Eagle is one such artefact. It is incredibly rare for this venerable standard to be brought forth into the crucible of war, though any wily commander knows the inspirational effect that such a sacred banner can have on those that fight in its fluttering shadow. At the crown of the banner sits the glorious adamantium eagle - the symbol of the White Scars’ bloody victory on Golgotha, from which the Banner of the Eagle takes its name.
May only be taken by a model that may take items from the Space Marine Standards list. Friendly White Scars units within 12" of a model with the Banner of the Eagle have the Fleet and Furious Charge special rules.

The Glaive of Vengeance

The White Scars discovered this ancient relic during their conquest of the Bale-star Cluster, far beyond the Eastern Fringe. The Glaive of Vengeance was the very weapon once wielded by the great Kyublai Khan, before the Chapter Master was murdered by the Dark Eldar of the Bloodied Talon. A crackling energy field surrounds the fearsome curved blade that extends from the weapon’s adamantium haft, enabling it to cut through any armour. Some among the White Scars claim that the spirit of Kyublai Khan still clings to the glaive, and that his endless thirst for revenge upon his killers is what makes this weapon seem to lunge at the foe with a will of its own.

Range S AP Type
- +3/+1* 2/3* Melee, Master-crafted

* 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.

The Hunter’s Eye

The tribes of Chogoris are famed throughout the Imperium for the consummate skill of their horse archers. It is written in the Scrolls of the Plains that the Hunter’s Eye - an ingeniously constructed bionic eye of great age and unrivalled quality - was created in honour of this aspect of the White Scars' heritage. This device picks out augur-assessed weak spots in the quarry’s defences, enabling its wearer to strike with uncanny accuracy, or to relay this information via dataghost to any other friendly forces engaging the target.
A model equipped with the Hunter’s Eye adds one to his Ballistic Skill and all his ranged weapons have the Ignores Cover special rule. Whilst a model equipped with the Hunter’s Eye is part of a unit, all other ranged weapons carried by models in that unit also have the Ignores Cover special rule.

Wrath of the Heavens

The Space Marine bike known as Wrath of the Heavens was constructed to possess the speed of the storm itself upon the orders of the former Master of the Hunt, Khantak Khan. Fitted with diatremite cylinder arrays and a short-burn grav impeller, Wrath of the Heavens can not only put on a turn of speed that would shame a Land Speeder, but can also perform jaw-dropping gravitic hops over the battlefield. Thus, a skilled rider can vault wrecked tanks and ferrocrete barricades at will, and even hurtle over the heads of the foe to strike them from behind.
Wrath of the Heavens is a Space Marine bike, and cannot be taken by models equipped with Terminator Armour or a jump pack. When a model riding Wrath of the Heavens Turbo-boosts, it can move up to 18" and pass over units and terrain as though it were a Jetbike.