Today let’s take a look at some basics of how to play and get started with Warhammer 40k White Scars Space Marines.
The White Scars are a swift and naturally skilled Chapter of the Adeptus Astartes. As one of the First Founding Chapters, the White Scars have a distinct flavor shaped by their Primarch, Jaghatai, the Great Khan. On the tabletop, they are quick and tactically reactive.
Below we offer some tips on how to play the army and get started with the army.
Who Are The White Scars?
The White Scars were the V Legion of the original twenty Space Marine Legions of the First Founding. Their Primarch is Jaghatai Khan. During the Horus Heresy the chapter remained loyal to the Emperor, after which they reorganized and split into several Chapters during the Second Founding. Drawing on the nomadic savagery of their homeworld, the White Scars practice a highly mobile method of warfare. They tear into their enemies with lightning-quick attacks, vanishing before a response can be made. Despite being characterized as barbarians, the White Scars are a highly cultured Chapter. Poetry is among their most respected and ancient traditions.
The Chapter organization of the White Scars reflects their home world’s tribal culture; for example, Librarians are referred to as Stormseers. White Scars recruit from a single planet, Mundus Planus. The steppes of the world are inhabited by feuding tribes, from which are chosen the best and most promising young warriors, regardless of tribe. Once a warrior becomes a White Scar, loyalty to his tribe is replaced by loyalty to the Chapter and the Emperor.
Why Play White Scars
The White Scars bring everything we should expect from a Space Marine chapter, with an excellent Chapter Tactic for a fast, combat-oriented force. They also have a cool character in Kor’sarro Khan and an excellent, striking color scheme.
Strengths of the Army
- Space Marine flexibility and wide unit selection.
- Great rules emphasizing mobility and close combat.
- Solid psychic discipline.
Weakness of the Army
- If built with Bikes (as intended), will have relatively few bodies.
- They have nothing special to emphasize shooting.
White Scars Signature Rules
The army has a number of special rules. But the key ones to remember are:
- Lightning Assault – The powerful Chapter Tactic, allowing units to charge after they Fell Back or Advanced.
- Devastating Charge – The chapter’s boosted Doctrine. Gives plus one Damage to melee attacks on the charge while the Assault Doctrine is active.
- Shock Assault – Like all Space Marines, White Scars receive plus one attack on the charge. This can be extra important when those attacks are also receiving bonus Damage.
What to Buy
The White Scars are a Supplemental Codex, being an offshoot of the Space Marines faction. The army can consist of many units taken from both books, giving you a huge amount of variety. To play the army you will need BOTH Codex: White Scars, and Codex: Space Marines.
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Key White Scars Units To Know
The army has a very small supplemental unit roster on top of the immense Space Marine one. Knowing what units to take can be tricky. Here are some suggestions to get you off on the right track.
1. Kor’sarro Khan
A unique White Scars Primaris Captain. Kor’sarro Khan has an excellent aura ability (in addition to the normal Captain aura, Rites of Battle), giving plus one to wound on the charge. This combines naturally well with Devastating Charge.
2. Khan on Bike
The singular non-unique White Scars special unit. He is a Captain on Bike with a bespoke set of combat weapons. His spear is quite good.
3. Outrider Squad
The Primaris Biker unit already has a great bonus to charge in the confusingly named Devastating Charge (which is different from the army wide special rule of the same name), which combines great with Devastating Charge (the White Scars rule).
4. Primaris Chaplain on Bike
Another great, fast combat support piece which is good on the charge. A Primaris Chaplain on Bike will make Outrider charges hurt even more.
5. Bike Squad
Bike Squads are a great way to fill out numbers while staying fast and hard-hitting. They can have special weapons such as meltaguns.
Sample Starter Army
Patrol Detachment
HQ: Kor’sarro Khan. 1 Model. He is equipped with: bolt pistol; Moonfang; frag grenades; krak grenades.- 110 pts
Troop: Tactical Squad. Five Models. Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades. – 90 pts
Fast Attack: Primaris Outriders. Three Models. Every model is equipped with: heavy bolt pistol; twin bolt rifle; Astartes chainsword; frag grenades; krak grenades. – 150 pts
Fast Attack: Primaris Outriders. Three Models. Every model is equipped with: heavy bolt pistol; twin bolt rifle; Astartes chainsword; frag grenades; krak grenades. – 150 pts
Total: 500 pts.
They have some sweet FW kits too!
For the Khan and the Emperor!
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