DATACARDS: WHITE SCARS

Datacards: White Scars describes six Tactical Objectives for White Scars players to use in their games of Warhammer 40,000, which reflect the lightning-fast, decapitating strikes favoured by the Sons of Chogoris.

If your Primary Detachment has the White Scars Chapter Tactics, you can choose to use these Tactical Objectives, replacing the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

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 using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the White Scars player instead generates the corresponding White Scars Tactical Objective, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

D66 RESULT

11 Rapid Redeployment

12 Run Them Down

13 Mounted Assault

14 Feigned Retreat

15 The Clean Kill

16 Claim the Head

RAPID REDEPLOYMENT

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 a Tactical Objective that is not within 18" of any friendly models. If this is not possible, choose the Tactical Objective that is furthest from any of your models. Score 1 Victory Point at the end of your turn if you control the chosen Objective Marker.

TYPE: WHITE SCARS

RUN THEM DOWN

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 unit from a White Scars Detachment during your turn.

TYPE: WHITE SCARS

MOUNTED ASSAULT

The White Scars’ 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, during your turn, at least one enemy unit was completely destroyed by a friendly unit with the Bike unit type from a White Scars Detachment. If at least three enemy units were completely destroyed by such a unit, score D3 Victory Points instead.

TYPE: WHITE SCARS

FEIGNED RETREAT

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.

TYPE: WHITE SCARS

THE CLEAN KILL

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 removed as a casualty during that phase. If the model had 5 or more Wounds remaining at the start of the Assault phase, score D3 Victory Points instead.

TYPE: WHITE SCARS

CLAIM THE HEAD

A force without a leader is like a decapitated beast – its limbs may continue to thrash wildly, but the death-blow has been struck.

Score 1 Victory Point at the end of your turn if at least one enemy character was killed in a challenge during your turn. If the enemy Warlord was killed in a challenge during your Assault phase, score D3 Victory Points instead. If the enemy Warlord was killed in a challenge by your Warlord during your turn, score D3+3 Victory Points instead.

TYPE: WHITE SCARS

SECURE OBJECTIVE 1

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 1 at the end of your turn.

TYPE: TAKE & HOLD

SECURE OBJECTIVE 2

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 2 at the end of your turn.

TYPE: TAKE & HOLD

SECURE OBJECTIVE 3

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 3 at the end of your turn.

TYPE: TAKE & HOLD

SECURE OBJECTIVE 4

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 4 at the end of your turn.

TYPE: TAKE & HOLD

SECURE OBJECTIVE 5

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 5 at the end of your turn.

TYPE: TAKE & HOLD

SECURE OBJECTIVE 6

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 6 at the end of your turn.

TYPE: TAKE & HOLD

SECURE OBJECTIVE 1

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 1 at the end of your turn.

TYPE: STORM & DEFEND

SECURE OBJECTIVE 2

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 2 at the end of your turn.

TYPE: STORM & DEFEND

SECURE OBJECTIVE 3

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 3 at the end of your turn.

TYPE: STORM & DEFEND

SECURE OBJECTIVE 4

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 4 at the end of your turn.

TYPE: STORM & DEFEND

SECURE OBJECTIVE 5

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 5 at the end of your turn.

TYPE: STORM & DEFEND

SECURE OBJECTIVE 6

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 Victory Point if you control Objective Marker 6 at the end of your turn.

TYPE: STORM & DEFEND

RECON

You must locate and assess the value of local battlefield objectives so your forces can be tactically deployed.

If the mission has the Mysterious Objectives mission special rule, score 1 Victory Point if every objective on the battlefield has been identified at the end of this, or any previous turn.

TYPE: SEIZE GROUND

BEHIND ENEMY LINES

Break through the foe’s army and cut off his lines of escape.

Score 1 Victory Point if one of your scoring units is within 12" of your opponent’s table edge at the end of your turn. If 3 or more of your scoring units are within 12" of your opponent’s table edge at the end of your turn, score D3 Victory Points instead.

TYPE: SEIZE GROUND

HOLD THE LINE

It is critical that no foe breaks through your defences. Maintain a strong rearguard to protect your supply lines.

Score 1 Victory Point if at least 3 of your scoring units and none of your opponent’s scoring units are within 12" of your own table edge at the end of your turn.

TYPE: SEIZE GROUND

ASCENDENCY

The battleground is won one yard at a time. Continue to establish a strong military presence in the area.

Score D3 Victory Points if you control any three Objective Markers at the end of your turn.

TYPE: SEIZE GROUND

SUPREMACY

The enemy is attempting to establish a foothold in this region. Redouble your efforts to maintain control.

Score D3 Victory Points if you control at least two Objective Markers and at least twice as many Objective Markers as your opponent controls at the end of your turn.

TYPE: SEIZE GROUND

DOMINATION

Dominate the field of battle. Storm every site of tactical import and leave the foe with no place to hide.

Score D3+3 Victory Points if you control every Objective Marker on the table at the end of your turn.

TYPE: SEIZE GROUND

OVERWHELMING FIREPOWER

A show of strength is required. Scour the enemy from the face of the battlefield with the use of extreme firepower.

Score 1 Victory Point if an enemy unit was completely destroyed during the Shooting phase of your turn. If you completely destroyed 3 or more enemy units during the Shooting phase of your turn, score D3 Victory Points instead.

TYPE: PURGE

BLOOD AND GUTS

Close with the foe and engage them in hand-to-hand combat. Show them no quarter, no mercy.

Score 1 Victory Point if an enemy unit was completely destroyed during the Assault phase of your turn. If you completely destroyed 3 or more enemy units during the Assault phase of your turn, score D3 Victory Points instead.

TYPE: PURGE

NO PRISONERS

Exterminate your enemy, show them no mercy.

Score 1 Victory Point if an enemy unit was completely destroyed during your turn. If you completely destroyed between 3 and 5 enemy units during your turn, score D3 Victory Points instead. If you completely destroyed 6 or more enemy units during your turn, score D3+3 Victory Points instead.

TYPE: PURGE

HUNGRY FOR GLORY

You fight not only for victory, but for honour as well. Let none dispute your skills on the field of battle.

Score 1 Victory Point if you issued a challenge during your turn. If you issued 3 or more challenges during your turn, score D3 Victory Points instead.

TYPE: PURGE

PSYCHOLOGICAL WARFARE

Break the enemy’s morale, make your foes tremble before you.

Score 1 Victory Point if your opponent failed a Morale, Pinning or Fear test during this turn. If your opponent failed 3 or more Morale, Pinning or Fear tests, score D3 Victory Points instead.

TYPE: PURGE

HARNESS THE WARP

Desperate times call for desperate measures – harness the power of the Warp to defeat your foes.

Score 1 Victory Point if you successfully manifested a Psychic Power during your turn. If you successfully manifested 3 or more Psychic Powers, score D3 Victory Points instead.

TYPE: PURGE

KINGSLAYER

The enemy commander is a powerful and effective leader and should be slain as quickly as possible.

Score D3 Victory Points at the end of your turn if your opponent’s Warlord has been removed as a casualty during this, or any previous turn.

TYPE: ANNIHILATION

WITCH HUNTER

The presence of enemy psykers can no longer be tolerated. Eliminate them with extreme prejudice.

Score 1 Victory Point at the end of your turn if at least one enemy unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule was completely destroyed during your turn.

TYPE: ANNIHILATION

SCOUR THE SKIES

It is vital to maintain air superiority. Enemy aircraft are to be considered targets of high priority.

Score 1 Victory Point at the end of your turn if at least one enemy Flyer or Flying Monstrous Creature was removed as a casualty during your turn.

TYPE: ANNIHILATION

ASSASSINATE

The enemy looks to their champions for courage. Identify and assassinate them.

Score 1 Victory Point at the end of your turn if at least one enemy character was removed as a casualty during your turn. If 3 or more enemy characters were removed as casualties during your turn, score D3 Victory Points instead.

TYPE: ANNIHILATION

DEMOLITIONS

If the enemy seeks shelter behind fortress walls, raze them to the ground.

Score 1 Victory Point at the end of your turn if at least one gun emplacement or enemy building was destroyed during your turn. If at least one enemy building with the Mighty Bulwark special rule was destroyed during your turn, score D3 Victory Points instead.

TYPE: ANNIHILATION

BIG GAME HUNTER

The larger the foe, the greater the glory...

Score 1 Victory Point at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn. If at least one enemy Super-heavy vehicle or Gargantuan Creature was destroyed during your turn, score D3 Victory Points instead.

TYPE: ANNIHILATION

Datacards: White Scars © Copyright Games Workshop Limited 2014. Datacards: White Scars, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.

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ISBN 978-1-78253-820-2

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Games Workshop Ltd - 24.12.2014