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=====White Scars===== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The White Marines of go-fast. These guys also rely on speed like the Raven Guard, but they take Bikes as troops. <div class="mw-collapsible-content"> *'''Requirements''': Only special character allowed is Kor'Sarro Khan. *'''Chapter Tactics''': White Scars Bike units (including HQs on bikes, obviously) get Skilled Rider and +1 Strength to Hammer of Wrath attacks. All units also get Hit and run, and can re-roll their run distance as long as they are only composed of White Scars models. Yes, Hit & Run Dreadnoughts/Terminators/Centurions are a thing with this Army. An unintentional buff to White Scar Devastator Centurions, since Hit & Run now makes tarpitting them very unreliable. *'''Warlord Traits''' #'''Master Rider:''' Warlord's bike gets +1 to Jink, pushing you to 2+ thanks to White Scars CT, because Ravenwing ain't shit. If you lack a bike, then you get the one below. #'''Deadly Ambush:''' You get to modify reserves by +/- 1 so long as the Warlord's alive. Good for AA shenanigans since you can let your flyer come on after you opponent's one. #'''Hunter's Instincts:''' Monster Hunter and Tank Hunter. Straightforward and useful. #'''Hammer of the Khan:''' Hammer of Wrath. If he already has it, Warlord makes d3 HoW hits, which is cool. #'''Unrivalled Hunter:''' Warlord gains +1 S/A when in a challenge, and if he fights another Warlord, he also gets to re-roll hits. Brutal on a kitted out Chapter Master. #'''Merciless Warrior:''' If your Warlord's within 12" of a unit, they can re-roll their Sweeping Advance. If shit luck strikes you can retry sweeping that weeaboo squad you charged. Handy. *'''Relics of Chogoris''' Relics specific to White Scars, their successors, or anyone else using their Chapter Tactics, introduced by the War Zone Damocles: Kauyon supplement. Per the Angels of Death supplement, you can mix and match with the vanilla relics. **'''Banner of the Eagle (30 points)''' - Can only be taken by models that can pick from the Space Marine Standards list. Friendly White Scars units within 12" get Fleet and Furious Charge, which kicks ass. **'''Glaive of Vengeance (30 points)''' - A master-crafted power lance on steroids. On the charge, it's S+3 AP2, but otherwise it's S+1 AP3. With Hit & Run and the rerolls on the Initiative test from Scarblade Strike Force, this is BRUTAL. AP2 at Initiative is great enough, but S+3 really makes this relic elite, especially if you have Furious Charge to hit at S8 AP2. If you're a chapter master with the Hunter White Scars warlord trait, you're hitting the enemy warlord with 7 lascannons on the charge. If not for the Shield Eternal, it would be auto-take for any White Scars Captain. **'''Hunter's Eye (20 points)''' - This is without question the single best relic ever for Marines. It gives +1 BS and also grants the model and the unit he joins Ignores Cover. This is your answer to fucking over any Jink or cover anywhere, especially when joining the typical SM deathstars (grav biker Command Squad, grav Centurions). Copycat from Space Wolves' Durfast Helm. **'''Mantle of the Stormseer (20 points)''' - Librarians only. This gives them Adamantium Will and the ''Psychic Maelstrom'' power for free, not counting towards power allotment or Psychic Focus. Meh. **'''Scimitar of the Great Khan (25 points)''' - A master-crafted S+1 power sword that adds +3 to the wielder's WS when in a challenge. A nifty bonus, but AP3 really sucks for a 25-point relic - spend 5 more points for Glaive of Vengeance instead. **'''Wrath of the Heavens (25 points)''' - It's a super-bike. It can turbo-boost up to 18" and can go over terrain and models, just like a jetbike, because those crazy space Mongols can put grav-engines on a bike and make it badass. Problem is you have to turbo boost alone to use that, so you should probably save those 5 points and take a normal bike. *'''Tactical Objectives:''' ;11 - Rapid Redeployment : Find an Objective that's more than 18" from your models. Win 1 VP when you control it. ;12 - Run Them Down : 1 VP for destroying a unit via Sweeping Advance. While the White Scars are good at this in theory, it's a huge pain in the ass for the same reasons as always: you're relying on a) your enemy not having Hit & Run or some other way to end the engagement before you end the fight, and b) you getting enough kills to force a morale check without simply wiping the squad. ;13 - Mounted Assault : 1 VP if a friendly Biker kills an enemy. d3 VP if your bike kills at least 3. ;14 - Feigned Retreat : 1 VP for using Hit & Run and passing. Easy point? Heck yes. But there's a problem: you have to Hit & Run during YOUR turn. It specifies this on the card. If you know anything about Hit & Run, you should be able to see the problem here. Scoring the victory point means dooming your poor little Bikes to being shot at/charged during your enemy's turn. Pick your battles wisely if you draw this. (Consider using a small tac squad with a flamer fighting enemy with a lower inititive. They will get to overwatch then strike first again after netting this VP) ;15 - The Clean Kill : This one's risky. You win 1 VP if you kill a model with 3 wounds during an assault phase. You win d3 VP if you kill a model with 5 wounds during assault. Issue with this is that bikers aren't the best with prolonged combats without pricy stuff like Power Axes or Fists. ;16 - Claim the Head : 1 VP if you kill a Character in a challenge during your turn. d3 VP if you kill the Warlord in a challenge during your turn. d3+3 VP if your Warlord kills the other Warlord during your turn. While doable in any means, it's meant to promote BALLS OF FUCKING STEEL. *'''Scarblade Strike Force:''' A variant of the Gladius for the White Scars, this gives its members re-rolls on their Hit & Run test, a bonus d6" to Turbo-Boost and Flat Out (or 2d6" for Fast/Flyer vehicles), and Hammer of Wrath when they successfully charge something 8"+ away (if they already had it, HoW hits re-roll failed Wound rolls instead). Remember, these "elements" can be used as a stand-alone formation: you have to be White Scars to use the Scarblade Strike Force FOC, but you don't have to be White Scars to take any of the new formations introduced in the Kauyon book. **'''Core:''' You need 1-2 of either the Battle Demi-Company, Hunting Force, or Stormlance Demi-Company. **'''Command:''' Strike Force Command, Librarius Conclave, or Strike Force Command as usual. **'''Auxiliary:''' You need 1 or more of the following; the Armoured Task Force, 1st Company Task Force, 10th Company Task Force, Strike Force Ultra, Storm Wing, Land Raider Spearhead, Anti-Air Defence Force, and/or Suppression Force. You may also take a Speartip Strike or Stormbringer Squadron. </div> </div>
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