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

Composition4

Identity2

The Adeptus Astartes fight as the few, the dear, and the superhuman. A Chapter commits no horde to the field but a small strike force of transhuman warriors, each the equal of a squad of mortal soldiers. Their endurance is written into the flesh — the wide chest, the fused ribcage, the doubled hearts — so that a battle-brother weathers wounds that would fell any lesser fighter and never breaks under fire. Where other warhosts drown a foe in numbers, a Chapter answers with discipline: a gang-wide doctrine, declared afresh each round, that shifts the whole force from massed fire to swift advance to the closing charge as the battle demands. Every Chapter shares this spine — the transhuman body, the unbending nerve, the shifting doctrine — and expresses its own character through which end of that discipline it leans into and the relics its heroes carry. They are a strike force of demigods waging war across the galaxy, and each brother lost is a grievous loss to the Chapter.

The White Scars field the standard Astartes line and fight it as a war of pure manoeuvre. Where the Imperial Fists hold a wall with bolt fire and the Salamanders endure a close burn, the Sons of Jaghatai win by tempo and the flank — the fastest Chapter in the galaxy, a mounted host built around the bike that strikes, wheels and is gone before the enemy can fix it in place. They are all wing and no anvil: the Cavalry is the backbone, not a niche, and the whole force fights the battle at speed, refusing every fixed engagement the foe tries to force. Their edge is the wheel. A gang that lets the White Scars dictate the range of the fight has already begun to lose, because the host will never stand where the enemy is strong against it — it charges home, breaks contact, and comes again from a flank thought secure. This is not the Codex held or the Codex endured but the Codex ridden: the joy of the charge, the honour of the hunt, the storm that never stops moving and never lands twice in the same place.

Gang Composition2

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500
  • Exactly 1 Leader (Captain / named Chapter Master)
  • 0-2 Champions (Lieutenant); 0-1 each specialist (Librarian / Chaplain / Apothecary / Techmarine)
  • Marines are the bulk; Scouts cheap and plentiful; backbone (Marines + Scouts) >= Leaders + Champions
  • 0-X Cavalry (0 for foot-only chapters) - 0-1(-2) Centurion - 0-1 Brute
  • Champion / specialist / Brute slots unlock with Reputation
  • Combat Doctrines is declared as a stance each round; it is never stored or carried between rounds

A Chapter strike force musters on 1500 credits. It is led by a single commanding officer — a Captain, or a named Chapter Master fielded on that body — and no gang may field more than one. Beneath the Leader stand up to two Champions of Lieutenant rank, and one apiece of the specialist brethren: Librarian, Chaplain, Apothecary and Techmarine, as the Chapter's needs demand. The bulk of the force is its battle-brother Marines, stiffened by cheap and plentiful Scout neophytes; together these gangers and juves must always at least match the officers set above them in number. A Chapter may also field its mounted brethren, a lone Centurion in his warsuit, and a single interred Brute. Further Champion, specialist and Brute slots open as the Chapter's Reputation grows. The gang's Combat Doctrines stance is declared anew each round and never carried between them.

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500 (converter-wide default)
  • Every fighter drills in Combat Doctrines, and the Hunt Rides overlays it with a permanent forward lean, Outflank and Hit-and-Run for the mounted host
  • Exactly 1 Leader (the Captain - the Khan, mounted); 0-2 Champions (Lieutenant / Chaplain-on-Bike / Stormseer Librarian / Apothecary / Techmarine); each specialist 0-1
  • Backbone (the flip vs foot chapters): mounted Outriders + Scout Bikes + foot Marines/Scouts >= Leaders + Champions - and the Cavalry IS the bulk, not a wing
  • Outriders bulk; Scout Bikes the cheap mounted tier; a small foot Marine/Scout core the anchor; Attack-Bike / Invader ATV 0-3; Champion and mount-variant slots unlock with Reputation; Dreadnought 0-1 (Centurion 0 - a static warsuit does not ride)
  • Ride the Storm: the bike is the bulk of the host and it strikes and wheels (every mounted fighter counts a step toward Assault, may Outflank and Hit-and-Run; see the Signature). No chassis bans

A starting White Scars strike force is built from 1500 credits and led by exactly one Leader — the Captain, fielded as the Khan at the head of the host and, like almost the whole force, mounted. Alongside him the controlling player may take up to two Champions and up to one of each specialist. What sets the White Scars apart is the backbone: the mounted Outriders and Scout Bikes, together with a small foot Marine and Scout core, must number at least as many as the Leader and Champions combined — and here the Cavalry is that bulk, not a supporting wing. Outriders form the mass of the host and Scout Bikes the cheap mounted tier, with Attack-Bikes and Invader ATVs taken up to three and a single Dreadnought when an anvil is wanted. Champion and mount-variant slots open with Reputation. Every fighter rides to the same discipline — the Hunt Rides — and no chassis is barred.