The White Scars are the lightning-fast storm riders of Warhammer 40k, known for hit-and-run warfare and unmatched mobility.
Descended from the Primarch Jaghatai Khan, they race into battle on bikes and speeders, striking hard and then wheeling away before the enemy can respond. On the tabletop that translates into a fast, aggressive Space Marine army that wins by being in the right place at the right time.
Painting them means getting comfortable with white armour, then adding bold red markings and a little weathering to capture their nomadic, battle-worn look.

Who Are the White Scars?
The White Scars are a First Founding Chapter of the Adeptus Astartes, descended from the Primarch Jaghatai Khan. They recruit from the windswept steppes of Chogoris, and they blend the nomadic traditions of its tribes with the discipline of the Space Marines.
They dislike slow, attritional warfare. Their preferred way of fighting is the lightning strike: hit the enemy where it is weakest, break its formation and pursue the survivors without letting up. Their culture prizes honour, brotherhood, horsemanship and the hunt, and it has a strong artistic side too, with calligraphy and poetry valued alongside martial skill.
Other Chapters sometimes see them as wild or unruly, but that reputation hides a very deliberate way of war built around speed, encirclement and timing.
White Scars on the Tabletop in 11th Edition
In 11th Edition the White Scars use the rules in the Space Marines codex. The old system of Chapter Tactics, with a fixed bonus for each Chapter, is long gone, and so are the 8th/9th Edition-era rules for extra Strength and Attacks on the charge or falling back and charging. What gives a White Scars army its flavour now is which units you take and which detachments you spend your Detachment Points on.
- Speed and board control: Bikes, speeders, jump-pack infantry and fast transports let White Scars reach objectives first and threaten the whole table. In 11th, objectives are terrain areas you have to physically occupy, so a fast army that can contest several pieces of terrain at once is well placed.
- Detachment choice: Under the Detachment Points system you get 2 DP at 1,000 points and 3 DP at 2,000 points, and each detachment costs 1 to 3 DP. The 11th Edition Space Marines codex has 15 detachments. White Scars players will naturally look at the ones built around fast, mounted or vehicle units, such as the Stormlance Task Force or the Chapter’s own Spearpoint Task Force from the Space Marines Faction Pack, built around Suboden Khan, and can pair a core detachment with a smaller specialist one as long as no two share a Unique Tag. Check the codex for each detachment’s cost and rules.
- Characters that keep up: Leaders and Support characters are attached in your army roster before the game. In 11th a Leader keeps its “while leading” abilities even if its bodyguard is wiped out, so a fast character attached to a bike or jump unit stays useful all game.
- Stratagems used deliberately: A unit can only benefit from one Stratagem per phase in 11th (Command Re-roll included), so a White Scars player picks the one movement or combat trick that matters most each phase rather than stacking several.
The trade-off is the same as it has always been: fast units tend to be lighter, and a White Scars army that stalls in the open gets shot apart. Cover now gives -1 to hit against ranged attacks for Infantry, Beasts and Swarms in terrain, but bikes and vehicles don’t get it just for standing in a terrain footprint, so use terrain to block line of sight rather than relying on it for protection. For all the core changes, see our 11th Edition rules changes guide and the 11th Edition Space Marines codex overview.

Where Should Beginners Start?
For new players building a White Scars army, these units capture the Chapter’s style. Exact datasheets, points and which units can lead which change with the codex and the Munitorum Field Manual, so check the Warhammer 40,000 app before buying for a specific list.
- Outriders: Primaris bikers and the heart of a White Scars force. They are fast, hit hard on the charge and can reach objectives early.
- Chaplain on Bike: A character who can keep pace with your bikers and make them more dangerous in combat.
- Kor’sarro Khan: The Chapter’s Master of the Hunt and its best-known named character. Check the current range and datasheet for how he is fielded.
- Fast vehicles: Speeders such as the Stormspeeder bring mobile firepower that can keep up with the rest of the army. Some older bike and speeder kits have moved to Legends over the years, so check what is still supported before buying.
- Intercessors: Every army needs a solid line unit to hold home objectives and provide ranged support while the fast units strike.
How to Paint the White Scars
White Scars are all about crisp white armour with red accents. White is one of the harder colours to paint well, but thin layers over a light grey base make it manageable, and red markings, gold or brass details and some road grime finish the look.
Colour Scheme Ideas
Classic White Scars
- Base colour: Corax White, for the white armour.
- Shading: Nuln Oil, carefully applied into recesses and armour joints rather than all over.
- Highlights: White Scar for sharp edge highlights.
- Accent colour: Mephiston Red on shoulder trims, helmet stripes and lightning-bolt markings.
- Metals: Leadbelcher on weapons and bike mechanics, highlighted with Stormhost Silver.
This is the classic scheme: clean white armour, bold red markings and plain metallics.
Weathered Steppe Riders
- Base colour: Ulthuan Grey, for a softer, slightly grey white.
- Shading: Agrax Earthshade, for a warmer, dustier look in the recesses.
- Highlights: White Scar on the edges and raised areas.
- Accent colour: Khorne Red for a deeper red on markings and trims.
- Metals: Brass Scorpion on ornaments and bike details, with Runefang Steel on steel parts.
This version gives a more rugged, campaign-worn army that suits heavily weathered bikes.

White Scars Painting Techniques
- Smooth white layering: Start from a light grey primer, base coat with Celestra Grey, layer Ulthuan Grey and pick out the edges and top surfaces with White Scar. Thin coats keep it smooth instead of chalky, and the result reads as white on the table.
- Edge highlighting: Use pure white on the sharpest edges of shoulder pads, gauntlets and bike panels to keep the armour crisp.
- Red markings: Base the Chapter markings in Mephiston Red and highlight with Evil Sunz Scarlet. Freehand stripes or calligraphy add a lot of character.
- Facial scars and details: Thin lines of Carroburg Crimson make a simple way to show the Chapter’s ritual facial scars on bare heads.
- Weathering: Sponge light browns and greys around armour edges, wheels and lower hulls to show the grime of high-speed warfare.
- Power weapon glow: A blue or green glaze faded from the edge inward gives power swords and lances an energy-field look.
- Fur and leather: Base fur pelts in Mournfang Brown and layer up to Zandri Dust or Ushabti Bone. Use Rhinox Hide with lighter brown highlights for leather.
For a full walkthrough, see our White Scars painting guide and our guide to painting white armour.
White Scars Lore and History
The White Scars were the V Legion, founded by the Primarch Jaghatai Khan. Raised on the steppes of Chogoris among the Talskar tribes, the Khan was a warrior and horseman without equal who united the warring tribes through military brilliance and personal charisma. His ideas about warfare, built around speed, mobility and the hunt, still define the Chapter, and under his command the V Legion became one of the fastest and most mobile forces of the Great Crusade.
Their part in the Horus Heresy is one of the era’s most interesting stories. Distant and independent, the Khan was for a time doubted by both sides, but once he learned the truth of Horus’s betrayal he chose the Emperor. The Legion fought its way back to Terra, clashing with traitor Legions along the way, and served as a mobile strike force during the Siege of Terra.
After the Heresy, Jaghatai Khan vanished while pursuing Dark Eldar raiders into the Webway. Like several other loyalist Primarchs, his fate is unknown, and the White Scars believe he still hunts there and will return in their darkest hour. The Chapter keeps its Chogorian traditions of mounted warfare, calligraphy and poetry, and its battle doctrine still revolves around lightning strikes, encirclement and the relentless pursuit of a broken foe.
Collecting White Scars
A White Scars collection leans on fast, mounted units and aggressive assault forces. Our White Scars Combat Patrol guide covers how to start small. There is a dedicated Combat Patrol: White Scars box (October 2025), with Suboden Khan, an Impulsor, three Outriders and five Assault Intercessors, and Games Workshop has published free Combat Patrol rules for it.
Outriders are a natural early purchase after that, since they embody the Chapter’s hit-and-run style. A fast transport carrying assault infantry, jump-pack infantry and a mounted character all fit the theme. The White Scars upgrade sprue adds Chogorian details such as topknots and Chapter iconography to standard Space Marine kits. Check the current range and the codex before buying, as kits and datasheets change over time.
Related Armies
If you enjoy White Scars, you might also like these armies:
- Raven Guard — Both chapters specialise in rapid, mobile warfare and hit-and-run tactics.
- Salamanders — A contrasting playstyle: the White Scars’ speed against the Salamanders’ staying power.
- Blood Angels — Both chapters bring aggressive, fast-paced gameplay with strong assault elements.
Everything White Scars on Warhammer Guild
Frequently Asked Questions
Who are the White Scars?
The White Scars are a Space Marine chapter inspired by Mongol warrior culture, founded by the Primarch Jaghatai Khan. They are masters of lightning warfare, using speed and mobility to outmanoeuvre enemies with bikes, speeders and fast assault units.
Are White Scars good for beginners?
White Scars are moderately beginner-friendly. Their fast, hit-and-run playstyle is exciting but needs good movement planning. Players who enjoy mobile armies and flanking will find them rewarding to learn.
What are the strengths of White Scars?
Speed and board control. Fast units let them reach objectives early, threaten the whole table and pick where to fight. Exactly how that works in 11th Edition depends on the Space Marines detachments you choose.
What are the weaknesses of White Scars?
White Scars give up durability for speed. Their fast units tend to be more fragile, and the playstyle needs constant movement and careful positioning. Static gunline opponents can punish them if they fail to close the gap.
How do White Scars play on the tabletop?
White Scars play as a fast, aggressive army. They use their speed to grab objectives, strike exposed or isolated enemy units and keep the opponent reacting, rather than trading blows in a slow, attritional fight.
Who is the Chapter Master of the White Scars?
The White Scars are led by Kyublai Khan, who holds the title of Great Khan. Kor’sarro Khan is not the Chapter Master. He is the Master of the Hunt and Captain of the 3rd Brotherhood, sent to track down the Chapter’s most hated enemies. White Scars companies are called Brotherhoods, and each is led by its own Khan.
Did the White Scars turn traitor in the Horus Heresy?
No. The White Scars stayed loyal, although both sides doubted them for a time because Jaghatai Khan was distant and independent. After learning the truth about Horus, the Khan brought his Legion to Terra, where they fought in the Siege. Some warriors within the Legion did plot to join Horus, and the loyalists had to purge them first.
Why are they called the White Scars?
The name comes from the ritual scars cut into each warrior’s face, a tradition from the tribes of Chogoris. A new battle-brother receives the scar as a sign that he has joined the brotherhood and given up his old life. It is paired with the Chapter’s white armour and red lightning markings. Their culture of horsemanship, poetry and honour is strongly inspired by the Mongol steppe peoples.
Where is the White Scars fortress-monastery?
The White Scars’ fortress-monastery is Quan Zhou, carved into the mountains of their homeworld Chogoris. Unlike most Chapters, they spend relatively little time at home. Brotherhoods range across the galaxy on long hunts and campaigns. Chogoris itself remains their recruiting world, and young tribesmen from its steppes are chosen as aspirants.
What are the White Scars successor Chapters?
White Scars successors include the Mantis Warriors and the Storm Lords, both of which keep their parent Chapter’s preference for fast, mobile warfare. Like other First Founding Chapters, the White Scars passed on Jaghatai Khan’s gene-seed in later Foundings. That is why many successor Chapters field large numbers of bikes and speeders.
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