Tuesday, December 2, 2025

Horus Heresy 3e Review: White Scars Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are rather good, but the gambit is too inconsistent to bother with.  

Background.
The White Scars were ever the outriders of the Great Crusade of humanity. They were nowhere near the centre of the action when it all started to kick off thanks to being on a long assigment on Chondax. As a result, their loyalties were initially unknown by both sides of the conflict. But once contacted, there were many elements within the legion who pushed to join Horus and the rebellion. The Khan remained fierce in his loyalty and ultimately stood defending Terra itself at the end of all things.

Armoury. 

Power Glaive is a power weapon upgrade that gives impact (AP) and breaching which will generally be a good option, but it is pricey. 

Cyber Hawk grants move through cover which is okay overall, but obviously dependent on the board set-up (but you should almost always have some cover on a board). 

The Sagyar Mazan is a way of giving you Expendable (2) special rule to an infantry or cavalry unit who have previously failed you (but you don't want to execute them - just exile them!). Very fluffy and can be handy at the expense of prime force organization slot. 

Tactica. 
Swift of Action gives you movement +2 all of the time, every turn. This is stronger than it sounds as it will also help with set up moves.  

Gambit.  
The Path of the Warrior
 is effectively a 50/50 gamble to predict your next focus roll (high or low). Guess correctly and you ignore all negative modifiers and only have positive ones for the focus. It is very random.   

Additional Detachments. 
Chogorian Warband 
gives 2 jetbike slots (one is Prime) and 2 outrider slots. This is very fluffy and appropriate. And you were probably taking these units regardless I would wager.  

Advanced Reaction. 
Chasing the Wind
 allows you to move if an enemy moves within 12 inches of you. You could go either way with this (toward the triggering unit, or away) as you see it.

Overall White Scars have a fluffy set of very appropriate and bespoke rules that enable them to move swiftly and hit hard with expendable units if they wish. The gambit is poor though. 

4 comments:

Effrit said...

The gambit is actually better than it looks, because you know if you have an advantage already (in which case pick low on it to make it more reliable) or disadvantage (when you should pick high to get lucky).
Swift of action is good but weirdly encourages saturnine and other slow units.
Chasing the wind is very notable because it's cancelled go very far for bikes etc. and Isn't once per game

jabberjabber said...

I take your points!
My view remains that other legions have simply more reliable gambits on offer by comparison. You are certainly right about slower units getting up to speed as well. Interesting times!

Effrit said...

Yeah that's fair, I think it is on the worse end

anvilward88 said...

White Scars have been a really fun legion this edition for me. I agree with the star rating, lack of offensive or defensive ability hurts sometimes, but man is it fun to see my opponents' reactions when a Stormseer helps Saturnine move 10" up the board :P

I really like the Sagyar Mazan Prime Advantage, mostly because if I'm not running Hibou Khan, giving it to a centurion, forge lord or a champion to join a blob of Ebon Keshig and not lose the Expendable (2) is nice.

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