MACROMUNDA
Allegiance
Space Marines White Scars
Codex / Campaign
Codex · Space Marines

Campaign55

Scenarios2

Pin The Host scenario
Attackerthe opposing gang (a force that wants to catch and fix the White Scars - screen the board, close the edges, and force the mounted host to stand and trade in the open where it is weakest; the mirror mission, fought on the enemy's terms)
Defenderthe White Scars (a mounted host that must break contact and keep moving - it wants to strike and wheel, not to be held; its whole game is refusing the fixed fight the enemy is trying to force)
Deploythe enemy deploys to screen and enclose, spreading to deny the board edges and choke the ground the riders need; the White Scars deploy with their line of retreat and wheel-room in mind, refusing to be boxed against a corner
Objectivethe enemy wins by fixing the host - reducing the White Scars to fewer than half their Cavalry still mobile, or keeping a majority of the host inside a chosen containment zone at the end of round six; the White Scars win by breaking out and staying mobile, striking and wheeling clear whatever the enemy screens
Victorythe enemy wins if it pins the host as above (the storm caught and made to stand); the White Scars win if they end the battle with a majority of their Cavalry still mobile AND took an objective or an enemy Leader Out of Action while wheeling clear - the host broke the box and rode on
Rewardsan enemy win grants it bonus Reputation for proving the White Scars can be caught and fixed; a White Scars win grants bonus Reputation and a Control-Track step for breaking the containment; a fighter that broke out of the enemy's zone and took a target Out of Action earns 1 bonus XP toward The Stormrider
Control Trackan enemy win (the host pinned and fixed) advances the ENEMY's Control-Track claim by one step - the storm caught in the open and made to stand; a White Scars win (the host broke out and stayed mobile) advances the White Scars' claim by one step; a stalemate holds the marker

The White Scars have come to this ground, and the enemy means to make them stand on it — to catch the storm and force it to trade in the open where a hit-and-run host is weakest.

ATTACKER

The opposing gang — a force that wants to catch and fix the White Scars. It screens the board, closes the edges, and tries to force the mounted host to stand and trade where its speed counts for nothing.

DEFENDER

The White Scars — a mounted host that must break contact and keep moving. It wants to strike and wheel, not to be held; its whole game is refusing the fixed fight the enemy is trying to force.

DEPLOYMENT

The enemy deploys to screen and enclose, spreading to deny the board edges and choke the ground the riders need. The White Scars deploy with their line of retreat and their wheel-room in mind, refusing to be boxed against a corner.

OBJECTIVE

The enemy wins by fixing the host — reducing the White Scars to fewer than half their Cavalry still mobile, or holding a majority of the host inside a chosen containment zone at the end of round six. The White Scars win by breaking out and staying mobile, striking and wheeling clear whatever the enemy screens.

ENDING THE BATTLE

The battle ends at the close of round six, or the moment either side's objective is decided.

VICTORY

The enemy wins if it pins the host as above — the storm caught and made to stand. The White Scars win if they end the battle with a majority of their Cavalry still mobile and have taken an objective or an enemy Leader Out of Action while wheeling clear: the host broke the box and rode on.

REWARDS

An enemy win grants it bonus reputation for proving the White Scars can be caught and fixed. A White Scars win grants bonus reputation and a Control-Track step for breaking the containment. A fighter that broke out of the enemy's zone and took a target Out of Action earns 1 bonus experience toward The Stormrider.

CONTROL TRACK

An enemy win — the host pinned and fixed — advances the enemy's Control-Track claim by one step, the storm caught in the open and made to stand. A White Scars win — the host broke out and stayed mobile — advances the White Scars' claim by one step. A stalemate holds the marker.

The Lightning Raid scenario
Attackerthe White Scars (a mounted hit-and-run host that wants a running battle - deploy the Outriders and Scout Bikes, strike a target and wheel away, fighting the whole game at speed and never letting the enemy fix them; they win by tempo and outflank, striking objectives and fading before the counter)
Defenderthe opposing gang (a force that must pin the racing host in place - hold the objectives, screen its flanks, and try to catch the White Scars in the open where a hit-and-run army made to stand and trade is weakest)
Deploythe White Scars deploy light and mobile with a share of the host held in reserve to Outflank; the enemy deploys around the objectives it must hold, spread to screen the edges the riders will come from
Objectivethe White Scars win by controlling more objectives at the end of round six while keeping the host mobile - never fixed, always able to wheel; the enemy wins by holding the objectives and catching and destroying the mounted host in the open
Victorythe White Scars win if they hold more objectives at the end of round six AND took an enemy fighter Out of Action with a charge that then Hit-and-Ran clear (the strike-and-wheel proven); the enemy wins if it holds the objectives and pins the host - reducing the White Scars to fewer than half their Cavalry still mobile
Rewardsa White Scars win grants bonus Reputation and a Control-Track step for the ground struck and held at speed; a fighter that charged, took an enemy Out of Action and wheeled clear in the same round earns 1 bonus XP toward the Master of the Hunt; an enemy win by pinning the host grants the enemy bonus Reputation for proving the storm can be caught
Control Tracka White Scars win advances their Control-Track claim on the district by one step (the ground taken by the wheeling strike); an enemy win holds the marker; an enemy win that pinned and broke the host in the open (the White Scars never wheeled clear and lost their Cavalry) advances the ENEMY's claim by one step - the storm caught and fixed

The White Scars strike, and mean to be gone before the answer forms. A running battle, fought the whole way at speed — ground taken by the wheeling charge, never held to the last.

ATTACKER

The White Scars, a mounted hit-and-run host that wants nothing but a running battle. Outriders and Scout Bikes deploy, strike a target, and wheel away. The host fights the whole game at speed and never lets the enemy fix it in place. It wins on tempo and outflank, taking objectives and fading before the counter can land.

DEFENDER

The opposing gang has one task: pin the racing host in place. It holds the objectives, screens its flanks, and hunts for the chance to catch the White Scars in the open — where a host built to strike and run is weakest of all, made to stand and trade until it breaks.

DEPLOYMENT

The White Scars deploy light and mobile, a share of the host held back in reserve to Outflank. The enemy sets up around the objectives it must hold, spread thin to screen the edges the riders will come from.

OBJECTIVE

The White Scars win by controlling more objectives at the end of round six while keeping the host mobile — never fixed, always able to wheel. The enemy wins by holding the objectives and running the mounted host down in the open.

ENDING THE BATTLE

The battle ends at the close of round six, or the moment either side's objective is decided.

VICTORY

The White Scars win if they hold more objectives at the end of round six and have taken an enemy fighter Out of Action with a charge that then Hit-and-Ran clear — the strike-and-wheel proven. The enemy wins if it holds the objectives and pins the host, reducing the White Scars to fewer than half their Cavalry still mobile.

REWARDS

A White Scars win grants bonus reputation and a Control-Track step for the ground struck and held at speed. A fighter that charged, took an enemy Out of Action and wheeled clear in the same round earns 1 bonus experience toward the Master of the Hunt. An enemy win by pinning the host grants the enemy bonus reputation for proving the storm can be caught.

CONTROL TRACK

A White Scars win advances their Control-Track claim on the district by one step — the ground taken by the wheeling strike. An enemy win holds the marker; an enemy win that pinned and broke the host in the open, the White Scars never wheeling clear and losing their Cavalry, advances the enemy's claim by one step: the storm caught and fixed.

Favours8

RollFavourPatron
2The Stormseers Of Chogoris. The shamans of Chogoris lend the storm's favour. For your next battle, one fighter of your choice may once re-roll a failed Willpower or Cool test, the winds of the home world steadying it at the moment it matters most.the psychic brotherhood of the home world's shamans
3The Kin Of The Steppe. The outriding clans of Chogoris ride to your muster. For your next battle you may field a single allied mounted outrider at no credit cost, who rides beside the host and departs when the fighting is done.the outriding hunter-clans of Chogoris who ride beside the Chapter
4The Great Khans Blessing. The honour of Jaghatai's lineage settles on a proven hunter. Before your next battle, choose one fighter: it gains +1 Attack on its first charge of the game, carrying the Khan's own fury into the strike.the honour of Jaghatai's lineage, granted to a proven hunter
5The Master Of The Hunt. The office of Kor'sarro Khan turns its eye to your war. For your next battle, nominate one enemy Leader or Champion as the quarry; the fighter that takes it Out of Action earns a bonus point of experience, and your gang bonus reputation for the champion run down.the office of Kor'sarro Khan, the runner-down of enemy champions
6The Swift Cohort. A fast Imperial ally answers your call. For your next battle you may field a single fast-attack ally — an outrider or a mounted auxilia of a common type — at no credit cost, gone from the muster once the battle ends.a fast-attack Imperial ally - outriders, a Land Speeder wing, mounted auxilia
7The Horde Camp Riders. The mounted host of the field encampment rides fresh to war. For your next battle, up to two of your Cavalry fighters re-arm and re-fuel at the muster: each begins the game having removed one Flesh Wound.the mustered mounted host of the Chapter's field encampment
8The White Hunters. The Chapter's scout auxilia read the ground ahead of you. For your next battle, the enemy reveals one hidden fighter or trap before deployment, and after the enemy has set up you may redeploy one of your own fighters, the trackers of the steppe having marked the ground first.the Chapter's scout auxilia, trackers of the steppe
9Jaghatais Lineage. The honour-roll of the Primarch's own riders is invoked before the hunt. For your next battle, one Cavalry fighter of your choice re-rolls failed charge distances for the whole game, riding under the honour of Jaghatai's line.the honour-roll of the Primarch's own riders, invoked before a great hunt

Gang Tactics36

RollTacticTiming
11Lightning Assault. The host readies to fight the whole battle on the move. Play before the battle and choose up to three Cavalry fighters: each may Shoot after a full Move in the first round of the game.Pre-battle
12The Hunt Rides. The hunt is called before a rider mounts. Play before the battle and nominate one enemy fighter as the quarry: friendly fighters add 1 to Hit against it until it is taken Out of Action.Pre-battle
13Strike And Wheel. Strike, and be gone before the blow returns. Play in reaction to a friendly Cavalry fighter finishing its attacks in melee: it may immediately make a free 4" Move away from the fight, breaking clean before the enemy can reply.Reaction
14Run Them Down. The White Scars do not let a beaten foe walk away. Play in the post-battle sequence: one enemy fighter that made a Fall Back move off the field this battle is run down, and your gang gains bonus reputation for the kill.Post-battle
15Ride The Storm. The whole host moves as one storm. Play at the start of the round: until the end of the round, friendly Cavalry fighters add 2" to their Move.Round
16Moonfangs Hunt. The Khan's blade seeks the enemy's champion. Play at the start of the round and choose a friendly fighter: until the end of the round it re-rolls failed Hit rolls against enemy Leaders and Champions.Round
21Outflank. The riders come from where the enemy did not watch. Play before the battle: place up to two friendly Cavalry fighters in reserve to Outflank, arriving from a chosen board edge from the second round.Pre-battle
22The Wheeling Charge. The charge curves in from the flank. Play in the movement phase when a friendly Cavalry fighter charges: it ignores difficult terrain during the charge move and re-rolls its charge distance.Round
23Tulwars Edge. The curved blades of Chogoris bite deep. Play in the melee phase and choose a friendly fighter: it re-rolls failed Wound rolls in melee until the end of the round.Round
24The Endless Charge. The charge does not stop at one kill. Play in reaction to a friendly Cavalry fighter taking an enemy Out of Action in melee: it may immediately make a free 3" Move, carrying on into the next foe within reach.Reaction
25Wind Of Chogoris. The riders move like the wind they are named for. Play at the start of the round and choose a friendly Cavalry fighter: until the end of the round it may move through other fighters and ignores difficult terrain.Round
26The Feigned Retreat. The flight is bait, and the wheel is the trap. Play in reaction to a friendly Cavalry fighter making a Fall Back move: it cannot be pursued this round, and may turn and Shoot at the nearest enemy that followed it.Reaction
31Scout The Steppe. The trackers ride ahead of the host. Play before the battle: reveal one enemy fighter held in hidden setup or reserve, and redeploy one of your own fighters after the enemy has deployed.Pre-battle
32The Quarry Marked. The hunt names its prey before a shot is fired. Play before the battle and nominate one enemy Leader or Champion as the quarry: the first friendly fighter to take it Out of Action earns 1 bonus experience.Pre-battle
33Hit And Fade. Strike and be gone before the answer comes. Play in reaction to a friendly Cavalry fighter finishing its Shoot action: it may immediately make a free 4" Move away from the enemy.Reaction
34Storm Of Hooves. The host rides the enemy down beneath its wheels. Play in the movement phase: one enemy fighter a friendly Cavalry rider moved into base contact with this phase must take a Nerve test.Round
35The Long Ride. The host covers ground while the enemy rests. Play in the end phase: one friendly Cavalry fighter that made no attack this round may make a free Move.End phase
36Break Their Line. The charge splits the enemy formation. Play in the melee phase when a friendly fighter takes an enemy Out of Action: enemy fighters within 3" of the fallen must take a Nerve test.Round
41The Khans Command. The Khan's word turns the battle. Play in reaction to a friendly fighter failing a Cool or Nerve test within 12" of your Leader: it may re-roll that test.Reaction
42Swift As The Wind. None on the field are faster. Play at the start of the round and choose a friendly Cavalry fighter: it adds 3" to its Move until the end of the round.Round
43Lance Of The Steppe. The mounted charge strikes like a driven lance. Play in the melee phase when a friendly Cavalry fighter charges: its attacks gain +1 Strength this round.Round
44The Circling Host. The riders circle the enemy, never where the guns point. Play at the start of the round: enemy fighters shooting at a friendly Cavalry fighter that has moved this round suffer an additional -1 to Hit until the end of the round.Round
45Riders On The Horizon. The host arrives from the open ground. Play before the battle: up to two friendly Cavalry fighters may be held in reserve and arrive from any board edge from the second round.Pre-battle
46The Hunt Closes. The riders close the net on the quarry. Play at the start of the round: friendly fighters add 1 to Hit against any enemy that made a Fall Back move in the previous round.Round
51Never Fixed. The storm refuses to be held. Play in reaction to a friendly Cavalry fighter being targeted to be Pinned: it is not Pinned this round, and may make a free 2" Move.Reaction
52Ash Wastes Gallop. The riders run free across the open waste. Play at the start of the round: friendly Cavalry fighters ignore difficult and dangerous terrain until the end of the round.Round
53The Sidecar Guns. The heavy mounts loose on the move. Play in the shooting phase and choose a friendly Attack-Bike or Invader ATV: it may fire its heavy weapon after a full Move without penalty this round.Round
54Thunder Of The Charge. The mass of the charge breaks the enemy's nerve. Play in reaction to two or more friendly Cavalry fighters charging the same enemy: that enemy takes a Nerve test at -1.Reaction
55The Chase. The riders run down the fleeing. Play in reaction to an enemy fighter making a Fall Back move: one friendly Cavalry fighter within 6" may immediately make a free Move toward it.Reaction
56Storms Eye. The whole wing wheels clean on one sight. Play in reaction to a friendly Cavalry fighter making a Hit-and-Run move: it and any friendly Cavalry within 6" re-roll that move's distance.Reaction
61The White Scar. The mark of the Chapter is a wound the enemy remembers. Play in the melee phase and choose a friendly fighter: it re-rolls failed Hit rolls in melee until the end of the round.Round
62Ride Down The Weak. The host culls the broken and the wounded. Play in the melee phase and choose a friendly Cavalry fighter: it adds 1 to Hit and 1 to Wound against any enemy that is Prone, Pinned or Seriously Injured this round.Round
63The Quarrys Trail. The trackers find where the prey has gone. Play before the battle: if an enemy Leader or Champion is on the field, you learn its deployment before setting up your own fighters.Pre-battle
64The Unbroken Wheel. The host never stops turning. Play in reaction to a friendly Cavalry fighter ending its activation: once this battle, it may make a free 3" Move.Reaction
65Jaghatais Lesson. The Primarch taught that speed is the only wall. Play in reaction to a friendly Cavalry fighter being targeted by a ranged attack: if it made a Move this round, the attack suffers an additional -1 to Hit.Reaction
66The Lightning Falls. The strike comes down all at once. Play at the start of the round: friendly Cavalry fighters re-roll failed charge distances until the end of the round.Round

Alliances2

The Anvil That Catches alliance
Whothe anvil that catches (a counter-cavalry or area-denial force built to fix the White Scars in place - a screening gunline, a webbed defensive line, a fast-enough counter-charge, any enemy whose whole game is catching the charge mid-wheel and denying the host its wheel-room; the one matchup that beats the storm by never letting it move)
Termscampaign-level feud: while it stands, the White Scars gain bonus Reputation for a decisive win in which they broke contact and wheeled clear of the anvil (proving the storm cannot be caught); but the enemy gains Reputation for every battle in which it pinned or fixed the host and forced it to stand and trade, whatever the result - proving the charge can be caught mid-wheel. The feud runs until one side is driven off the contested world

The anvil that catches is the one foe built to beat the storm by never letting it move — a screening gunline, a webbed defensive line, a counter-charge fast enough to pin the wheel mid-turn, any force whose whole game is fixing the White Scars in place and denying them the room to ride. This is a feud, not a friendship. While it stands, the White Scars gain bonus reputation for any decisive win in which they broke contact and wheeled clear of the anvil, proving the storm cannot be caught; but the enemy gains reputation for every battle in which it pinned or fixed the host and forced it to stand and trade, whatever the result. The feud runs until one side is driven from the contested world.

The Steppe Hunters alliance
Whothe steppe hunters (the fast and outriding forces the White Scars ride beside - a mounted raiding gang, a Land Speeder or bike wing, a scout-auxilia clan, any power whose game is speed and the flank; the natural kin of a chapter that fights the whole war on the move)
Termscampaign-level alliance: while it holds, the steppe hunters ride with the White Scars - the ally scouts one enemy territory for free each post-battle phase (revealing its defences), lends a fast asset once per campaign phase (a free outflanking fighter or a pre-battle reposition in one battle), and shares the hunt's spoils (a discount on a mount upgrade or a free master-crafted repair per phase). In return the White Scars ride at their side and share the run-down of a common foe; the alliance runs until the hunt is done or the war moves on

The steppe hunters are the natural kin of the White Scars — a mounted raiding gang, a Land Speeder or bike wing, a scout-auxilia clan, any power whose game is speed and the flank. While the alliance holds, the hunters ride at the Chapter's side: they scout one enemy territory for free each post-battle phase, revealing its defences; they lend a fast asset once each campaign phase, a free outflanking fighter or a pre-battle reposition in a single battle; and they share the hunt's spoils, a discount on a mount upgrade or a free master-crafted repair. In return the White Scars ride beside them and share the run-down of a common foe. The alliance holds until the hunt is done or the war moves on.

Legendary Names3

Master Of The Hunt Leader

XP cost (random): 6

XP cost (chosen): 12

Master of the Hunt is the office of a Captain charged with running down the enemy's champions, in the tradition of Kor'sarro Khan. It costs 12 experience to choose, or 6 if left to the roll of the dice. While this fighter is on the field, the gang may nominate one enemy Leader or Champion as the quarry each battle and adds 1 to Hit against it; should this fighter take the quarry Out of Action, the gang gains bonus reputation and a hunt-trophy. He bears Moonfang and leads the charge from its very tip. But he is honour-bound to the quarry: he must always charge the nominated enemy if able, even into a trap, and if the quarry escapes the battle unharmed the gang suffers a reputation penalty. The hunt cannot be declined once sworn.

The Stormrider Champion or Leader

XP cost (random): 6

XP cost (chosen): 12

The Stormrider is a Champion or Leader whose speed has become legend — a master of the wheel who is never caught. It costs 12 experience to choose, or 6 if rolled for. While this fighter is on the field, it and any Cavalry within 6" re-roll a failed Hit-and-Run move and add 1" to their Move, and the Stormrider itself can never be Pinned; the wing wheels clean around it. But it will not hold ground: it may never make an Advance action toward an objective it does not already control, and if it ends a battle stationary, having made no Move, the gang gains no reputation from that battle. The storm that stops is no storm.

The Swift Death any fighter

XP cost (random): 6

XP cost (chosen): 12

The Swift Death is any fighter who has run down a fleeing enemy leader in a single wheel. It costs 12 experience to choose, or 6 if rolled for. While this fighter is on the field, it adds 1 to Hit and 1 to Wound against any enemy that made a Fall Back move in the previous round, and gains a free Move toward the nearest enemy whenever it takes a fighter Out of Action; it runs down the fleeing without mercy. But it is drawn to the kill: it must always pursue the nearest fleeing enemy if able, and while doing so it may not benefit from Hit-and-Run, committed to the chase and exposed if the flight was a feint. The chase cannot be broken off.

Sub-Plots2

Ride The Storm sub-plot

Reward: The storm risen: the gang gains a permanent free mount upgrade (one bike becomes an Attack-Bike or a master-crafted bike at no cost) and a lasting Reputation bonus as a fully-mounted host, and its Cavalry re-roll failed charge distances for the rest of the campaign. The endless charge made permanent. Claimable once per campaign.

Declare Ride the Storm at the campaign's start. The sub-plot advances one step each time your gang wins a battle with a majority of its Cavalry still mobile at the end — never pinned, never fixed — or each time it recruits a new mounted body: an Outrider, a Scout Bike, an Attack-Bike or an Invader ATV. It resolves when the host reaches six steps, the mounted brotherhood grown into an unstoppable storm.

When it does, the storm has risen. Your gang gains a permanent free mount upgrade — one bike becomes an Attack-Bike or a master-crafted bike at no cost — and a lasting reputation bonus as a fully-mounted host, and its Cavalry re-roll failed charge distances for the rest of the campaign. The endless charge made permanent. This sub-plot can be claimed only once per campaign.

The Great Hunt sub-plot

Reward: The hunt completed: the gang gains a permanent Reputation bonus as the runner-down of champions and its Leader may take a free Legendary Name (Master of the Hunt or The Swift Death). Should a nominated quarry escape a battle unharmed, the hunt does not advance that battle, but the count is never lost - the White Scars simply ride on to the next. Claimable once per campaign.

Declare the Great Hunt at the campaign's start; your gang must field a Leader bearing the Master of the Hunt's role or the relic Moonfang. Each battle, nominate one enemy Leader or Champion as the quarry. The sub-plot advances one step whenever the nominated quarry is taken Out of Action by a charge, and resolves when the hunt reaches five steps — five enemy champions run down across the campaign.

When it does, the hunt is completed. Your gang gains a permanent reputation bonus as the runner-down of champions, and its Leader may take a free Legendary Name — Master of the Hunt or The Swift Death. Should a nominated quarry escape a battle unharmed the hunt does not advance that battle, but the count is never lost; the White Scars simply ride on to the next. This sub-plot can be claimed only once per campaign.

Terrain2

The Horde Camp terrain

Tents, promethium, bike-forges. The Horde-Camp is the White Scars' field encampment on the move — the muster-ground where riders are armed and machines mended between the hunts. The White Scars player places it as a terrain feature in or adjacent to their deployment zone. A friendly Cavalry fighter that begins its activation within 3" of the Camp may re-fuel and repair: it removes one Flesh Wound, or its mount re-rolls a failed charge for the rest of the battle. Held as a campaign territory, the Camp gives more still — one free mount upgrade each campaign phase, a bike raised to an Attack-Bike, an Invader ATV, or a master-crafted mount.

The Open Steppe terrain

The Open Steppe is the ground the White Scars need to ride — a broad expanse of ash-waste or rolling plain, room for the wheel, the outflank and the charge. It is a board condition rather than a single feature: the centre of the battlefield is open ground with only sparse cover. While it is in play, Cavalry fighters add 2" to their Move across open ground, and any fighter that makes a Fall Back move over open ground cannot be pursued that round. The steppe belongs to the riders — open ground is the White Scars' friend and the gunline's enemy.