Hi everyone, Michael here with a review of the Relics available to the White Scars in the new codex supplement. For more reviews and analyses, check out the Tactics Corner.
The White Scars get access to a whole host of new Relics and Special-issue wargear in their codex supplement to boost their forces on the tabletop. Added to the available relics in the Space Marine codex, this gives them a huge range of options. This review will take a look at the new options available to the army.
Relics of Chogoris
Mantle of the Stormseer– Psyker only. Add 1 to the total when attempting to manifest psychic powers from the Stormspeaking Discipline.
Competitive. Getting plus one to cast the Stormspeaking powers is a great bonus for a Librarian, as many of these powers provide big boosts to the army. As the powers have a warp charge value of 6 or 7, the bonus to casting means that you can reliably get most of these powers off with average rolling each turn.
The Hunter’s Eye– At the start of the shooting phase, select one White Scars unit within 6″ of the model with this relic. Until the end of the phase, enemy models do not receive the benefit of cover to their saving throw against ranged weapons made by that target.
Situational. How the mighty have fallen. The Hunter’s Eye was the go-to relic in 7th edition, but simply does not have the same utility in 8th edition. If this was a 6″ aura bubble, I could see some use in taking it. However, as the effects only apply to a single unit, I don’t think it is worth taking in the army. There are simply far better relics to choose or spend CP on.
Banner of the Eagle– Ancient only. Add 1 to the strength characteristic of models in friendly White Scars units whilst their unit is within 6″ of a model with this relic.
Competitive. This relic potentially gives you a huge bubble of +1S in the army, as it applies to units within 6″, not just models. White Scars are an army geared for assault, as they hit extremely hard with the Assault Doctrine in effect. Wounding most infantry on a 3+ is a nice boost for the assault units in the army. When paired with Korsarro Khan’s +1 to wound ability, this is extremely effective, allowing you to wound most infantry units on a 2+ and most vehicles on a 4+.
Wrath of the Heavens– Biker model only. A model with this relic has a move of 16″. In the movement phase, that model can move over other models and terrain as if they were not there.
Competitive. While this may not seem like the best of relic choices, it is very strong when paired with other rules in the codex. Coupled with the right warlord traits and psychic powers, this makes a Biker character a very strong offensive force in the army. With the White Scars rules, your character can advance 22″ and still charge, ignoring terrain and screening units. I’ll go into more detail in the Khan review, but this is one of the best Relics you can take on your warlord thanks to the combinations you can get with the army.
Scimitar of the Great Khan– Replaces a power sword, relic blade or master-crafted power sword. This is a melee weapon with +1S, AP-3 and 2 damage. An unmodified wound roll of a 6 has a damage characteristic of 4.
Efficient. A decent upgrade for a model with a Power Sword. This gives you a strength bonus and the ability to do four damage with each wound on a 6 to wound. However, I’d probably opt for the Teeth of Terra instead. Not only is it cheaper to take, but it has a similar profile and gives you guaranteed bonus attacks, as opposed to the chance of getting bonus damage on wound rolls.
Plume of the Plainsrunner– Add 1 to Advance and Charge rolls for friendly White Scars infantry units within 6″.
Competitive. Getting a bonus to your advance and charge rolls is great with the White Scars, who can advance and charge. This is great on units coming out of reserves, when paired with the Ride the Winds psychic power, giving you +3″ to your charge. This is great for keeping Jump Pack units safe until turn 3 when you activate the Assault Doctrine and can really boost your odds of making a charge from reserve.
Glaive of Vengeance– Replaces a Khan’s Spear. This is a melee weapon that is Sx2, AP-3 and D3 damage.
Efficient. A strong melee weapon for the Khan. This gives you a power fist that does not suffer the -1 to hit penalty. The variable damage makes it less reliable than the Thunder Hammer for going after vehicles. monsters or other characters, but it should help you shred most infantry with ease in combat.
Special-Issue Wargear
As well as the Relics, you can also take some Special-Issue wargear for the army.
Adamantine Mantle– Model gains a 5+ save against any wounds caused.
Efficient. A nice defensive buff for a character in your army, giving them added protection against wounds caused. Useful, but I think there are better relics to take.
Artificer Armour– Model gains a 2+ save and 5+ invulnerable save.
Efficient. Good for a character that generally lacks an invulnerable save, such as a Librarian with Jump Pack.
Master-Crafted Weapon– Add 1 to the damage characteristic of a single weapon.
Efficient. Very strong in the right circumstances, especially when paired with the White Scars’ Devastating Charge ability. A Smash Captain with a Master-Crafted Thunder Hammer will be doing 5 damage on the charge with the Assault Doctrine activated at AP-4, creating a potent character for taking on enemy vehicles.
Digital Weapons– A model with this weapon makes one additional attack. If it hits, the attack does one mortal wound.
Efficient. A nice bonus attack for doing a single mortal wound. Probably best on a character that hits on a 2+ and/or gets re-rolls to hit.
Equis-Pattern Bolt Pistol– A Pistol weapon that is Pistol 5, S4 AP-1 and 1 damage.
Situational. Decent enough for multiple pistol attacks, but not the strongest of relics and one I would probably avoid.
Headtaker’s Trophies– Subtract 1 from the Leadership of enemy units within 6″ of a model with this relic.
Situational. Most competitive armies have ways to mitigate morale effects, so this relic will have limited use in most cases. Could pair well with the Spirits of Chogoris psychic power to make an enemy unit -2 to their Leadership.
Stormwrath Bolts– Select one Bolt weapon the model is equipped with. When the bearer shoots, you can choose to fire a Stormwrath bolt. Make a isngle attack, but the weapon is S7 and AP-1. Against Monsters, the damage characteristic is D6.
Situational. Handy if you are facing a lot of monsters in the enemy army, but there are better weapons to deal with such units in the Space Marine codex without using a valuable relic slot.
Cyber-Eagle Helm– When resolving Overwatch attacks for a friendly model within 6″ of this relic, a hit roll of a 5 or 6 scores a hit.
Efficient. This could be very useful on a character supporting your backfield units, giving them a greater degree of protection against enemy charges.
Overall
The White Scars have access to a number of very strong relics. I think the Relics are much stronger than the Special-Issue Wargear in most cases.
I think Wrath of the Heavens and Banner of the Eagle are strong additions to the army that will really boost your manoeuvrability and damage output in combat.
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If only the Mantle gave an extra psychic power like the Tome of Velcona.
Agreed. That would make it a much more powerful choice for the Librarian. I’ve been leaning towards protective relics for my Librarian to keep him alive for longer and get more use out of his powers.
I take the mantle every time, getting that ignores overwatch or +2″ charge power off is mission critical.
Yeah, those powers are pretty crucial to get off with the Librarian. I tended to find the Librarian was targeted pretty early for elimination thanks to how useful those powers are, and found myself wishing he had some kind of invulnerable save.
I drop that one in a Pod so he almost always gets to cast. I take a second Phobos Libby for back-up.
I guess that with Stormspeaking being much better than Promethean it balances out in the end.
Yeah, the different Marine Chapters are quite different flavours now, which is really great. I’m looking forward to seeing how the Dark Angels get treated.
WS have, IMO, the best powers of all the marines.
On a more controversial note though, I rate the Hunter’s Eye more than the Plume.
White Scars have access to so many boosts to advances and especially charges that I’ve never really felt the need for a +1 to either.
The Hunter’s Eye on a Chaplain with Recitation of Focus has been a surprisingly potent combo though.
Your mileage may vary of course.
That’s fair. I don’t tend to rate Ignores Cover much in this edition, but I suppose it does provide a nice boost with all the extra AP bonuses of the Space Marines these days.
I think the Plume is one of the best relics, but for a successor chapter rather than the White Scars, where you can get an army wide +2 to charge in combination with their trait and start pulling off many charges right out of Deep Strike.