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  1. The idea behind this thread is to highlight modeling and painting efforts put into producing a Kill Team. Not that extra effort is required, but if you put some thought into the story of your team, feel free to share those thoughts along with your painted models. +++ So to set the stage, I present The Scar Crusade, which is based on a small crusade (seven figures) accompanying a Mechanicus Explorator fleet, as depicted in the McNeill "Lords or Mars" trilogy. Two of the figures I did not model as one Kul Gilad, Reclusiarch is in Terminator armor and the other Auiden is an Apothecary. The five models I started out with represent the crusade after a specific point in the story line. Given that it would be a small number of figures, I also decided to true scale them using the Doghouse technique of adapting Cataphractii terminators and converting them to Mk. III armor equivalents. I am a big fan of the Mk. III set of armor. The Scar Crusade Brother Sergeant Tanna - He is described as having a beard and a widow's peak, which I thought interesting enough to model. He is the only member without a helmet on. Yael - Described as the newest member of the crusade, recently promoted to initiate, favored by the Marshal, seems to desire to prove his worth to his more experienced brethren. So I tried to give him a slightly different pose, be it impractical or not, as a way to convey his individuality and style. Also, when he sparred with Magos Dahan, he fought with his chainsword and a combat knife. Issur - If I am remembering him correctly, is a recognized bladesman, but did not receive the Emperor's vision and therefore did not get to become the Crusade's champion. There is a certain level of resentment in him about that. I opted to give him a fairly standard pose to represent his "I don't like what happened, but I am still a Templar" attitude. Bracha - I made Bracha the comms guy because I was running out of names and slots for story/game roles. Zion - Not in the story, it seems from battle reports I've seen, this additional firepower would be helpful. Aetius - Another non-story character added to potentially provide tactical options to the team. Besides, it's hard to burn witches if you don't have a lighter. Atticus Varda (Emperor's Champion) - Oddly, he is not the best bladesman in the crusade, Issur is. Yet he received the vision. He is described as wearing more ornate armor than his brethren and a laurel on his helm made out of ivory. He is the only member of the team without battle damage. It was observed by Tanna after a big fight, that although he was in the thick of huge battle they were leaving, he did not have a mark on him. I thought that comment interesting enough to want to model it. Cheers,
  2. This is an effort to bring reasonable rules for power armoured Space Marines (aside from the Grey Knights and Chaos Space Marines) to Shadow War: Armageddon. The baseline is pretty easy - take the Chaos Space Marines rules (available here) to start. Remove the Chaos Cultist and replace it with a Space Marine Scout (found in the Shadow War: Armageddon rulebook - you've probably seen the images online by now if you don't have your own copy). This is just the bog standard Scout, not the Sergeant. Remove the Chaos Space Marine Special Rules and Using a Chaos Space Marines Kill Team bits. These will be replaced (see below). Retain the Chaos Space Marine Weapon and Equipment Lists, but replace the Inferno Bolts with Hellfire bolts and Toxic bolts (from the Space Marine Scout Weapon and Equipment Lists, they'll retain the restrictions shown therein) and remove the Blight Grenades. Remove the Chaos Cultists Weapon and Equipment Lists And then it gets a little more challenging. The first real challenge, and the piece that really is the focus of discussion here, is differentiating the Chapters. You've probably already seen the skills progressions charts, and there's no reason to change those (except to use the so-called First Founding Chapter names). We'll have to expand that list to cover down on all nine of the loyalist "First Founding" Chapters, though. Skills progression really doesn't look sufficient, though, especially considering the fact that every faction in the game has special rules of some sort. Something to differentiate the Chapters seems appropriate, but it needs to be reasonable. For the most part, the Chapter Tactics might be a decent starting place. We'd have to take a long hard look at the Blood Angels, Dark Angels, and Space Wolves in order to distill their codex special rules into something appropriately representative and balanced with the other Chapters. Ignoring that last bit, let's evaluate whether or not the existing Chapter Tactics are suitable. Or is there some other mechanism that would work? Ultimately, the results should allow for adequate representation of how each Chapter is different and remain balanced (with the Chaos Space Marines Special Rules serving as our measure of balance). We might even expand beyond the mainstream Chapters and consider those that are covered in various Forge World Imperial Armour books, but that should come after we finish the main hurdle. My gut feeling is that, if the Space Marine Scout is retained as the "recruit" option, the Using a Space Marine Kill Team will simply be a variation on the Chaos Space Marine version, allowing a Scout to be upgraded to a trooper. This might get a bit complicated, though, so we'll save that for after we hash out the Chapter differentiation (i.e., Space Marine Special Rules). Once we get past this bit, we'll discuss whether or not each Chapter might have a few unique items to choose from when selecting their weapons and equipment. Something else I've wrestled with is whether or not to expand the weapons and equipment. That should probably be saved for later, and should really be an expansion to all of the factions, with the baseline rules having limited options. For example, Chaos Space Marines could easily do with a power maul or some sonic weapons (for those followers of Slaanesh ). I have suspicions on this part, so we'll keep the list simple for now. And we'll also look at special operatives. For now, the baseline looks like adapting the Chaos Space Marines options and offering an Assault Marine, a Terminator, and something else (Techmarine? Librarian? Apothecary? Company Champion? we'll discuss and see). Once all of that is done, we'll move to the Deathwatch. For now, though, I'd like to focus on the really difficult element of the Space Marines Special Rules and Using a Space Marines Kill Team. So the question for now (ignore all of the other stuff I said we'll get around to, but keep it in the back of your mind for now): Do the Chapter Tactics provided in Codex: Space Marines provide a good starting point for the Space Marines Special Rules? Responses should be driven by two factors: Accurate representation of Chapters Balance with Chaos Space Marines Special Rules (as well as other factions)
  3. With the Space Marine Kill Teams rules firmed up (link goes to the last version I posted, though a few minor tweaks are described in multiple replies), it's time to expand. One of my favorite events in the setting, and one that has a definite focus on the Adeptus Astartes, is the Badab War (coincidentally, one of my favorite Chapters, the Exorcists, took part in that campaign). So here's my initial stab at Chapter Honours and skills for the various Chapters that participated in the Badab War. For the most part, I took the 6th edition Chapter Tactics that Forge World provided for these Chapters, and I adapted them to Shadow War: Armageddon. For Chapters that have identified Legion lineage, I used the skill progression from those Chapters as a baseline, though I tried to apply some tweaks here and there in order to introduce some (very minor) differences. A few of the Chapters simply use their predecessors' Chapter Honours (e.g., the Novamarines are among the Primogenitors, so I reasoned that they follow the Ultramarines rules exactly). Others are very close to their predecessor, but have minor adjustments to Chapter Honours or skills or both. And some were very distinct (e.g., the Executioners are almost nothing like the Imperial Fists). Page 1 (introduction and timeline) Hidden Content Page 2 (skills - Astral Claws, Carcharadons Astra, Executioners, Exorcists, Fire Angels) Hidden Content Page 3 (skills - Fire Hawks, Howling Griffons, Lamenters, Mantis Warriors, Marines Errant, Minotaurs, Novamarines, Raptors) Hidden Content Page 4 (skills - Red Scorpions, Sons of Medusa, Star Phantoms) Hidden Content Page 5 (Chapter Honours - Astral Claws (includes rules for Tyrant's Legion kill teams)) Hidden Content Page 6 (Chapter Honours - Carcharadons Astra, Executioners, Exorcists, Fire Angels) Hidden Content Page 7 (Chapter Honours - Fire Hawks, Howling Griffons, Lamenters, Mantis Warriors, Marines Errant, Minotaurs) Hidden Content Page 8 (Chapter Honours - Novamarines, Raptors, Red Scorpions, Sons of Medusa) Hidden Content Page 9 (Chapter Honours - Star Phantoms) Hidden Content I've tried to keep balance on par with the main Space Marines Kill Team rules, but I'll need other eyes to help me with that. I have an idea that these rules might include campaign rules, at the very least a series of scenarios to play out shadow wars (i.e., squad/team level skirmish battles) within the setting of the Badab War. These might potentially include a modification of the Shadow War: Armageddon campaign rules (though that might be nothing more than changing "Promethium caches" to "victory points" or "campaign points" or somesuch. That's way down the road, though. For now, the focus is getting these rules accurate and balanced. Any input is appreciated.
  4. Version Final

    260 downloads

    Final version of rules Note that you will need the rules for Space Marine kill teams in Shadow War: Armageddon (here) in order to use these rules.
  5. Version v 1.2 (2018/12/07)

    1502 downloads

    Rules for using Aeldari Corsairs in the Shadow War: Armageddon game.
  6. Version 1.5.4.2017

    1067 downloads

    Here's a blank roster sheet for keeping track of your Shadow War Kill Teams with. It has slots for the maximum of 15 models, and areas to keep track of your promethium Cache and whether your fighters are out of the next mission. The PDF also has fillable forms in it, so you can fill out the roster sheet on your computer before printing it off, for those that have messy writing.
  7. Is there anyone that still plays Shadow War: Armageddon and who would be interested in expanding the rules for the Adeptus Astartes? We've already created rules for the Adeptus Astartes in Shadow War: Armageddon and the Badab War Chapters in Shadow War: Armageddon, so I'm looking at rules for other Chapters (built on this framework). Chapters that I can think of that might benefit from this include: Relictors (some Chaos relics) Flesh Tearers (Blood Angels, but angry) Blood Ravens (not sure, but definitely something) Crimson Fists (dovetailing off their 8th edition Index Astartes rules) Deathwatch (basically, each fighter would be able to take a different Chapter Tactic) Anyone else? Of course, if no one plays Shadow War: Armageddon anymore, there's no point. So right now I'm just gauging interest.
  8. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=651 File Name: Dire Avengers Kill Team for SWA File Submitter: Ioldanach File Submitted: 01 Oct 2019 File Category: Wargaming Downloads Rules for using Asuryani Dire Avengers in the Shadow War: Armageddon game. This is essentially the official "Craftworld Eldar Kill Team" with different special operatives. The Autarch remains, but the Dark Reapers Exarch has replaced the Wraithguard and the Howling Banshees Exarch has replaced the Wraithblade. Click here to download this file
  9. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=650 File Name: Ynnari Kill Team for SWA File Submitter: Ioldanach File Submitted: 01 Oct 2019 File Category: Wargaming Downloads Rules for using Ynnari in the Shadow War: Armageddon game. Click here to download this file
  10. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=649 File Name: Striking Scorpions Kill Team for SWA File Submitter: Ioldanach File Submitted: 01 Oct 2019 File Category: Wargaming Downloads Rules for using Striking Scorpions in the Shadow War: Armageddon game. Click here to download this file
  11. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=648 File Name: Howling Banshees Kill Team for SWA File Submitter: Ioldanach File Submitted: 01 Oct 2019 File Category: Wargaming Downloads Rules for using Howling Banshees in the Shadow War: Armageddon game. Click here to download this file
  12. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=647 File Name: Black Guardians Kill Team for SWA File Submitter: Ioldanach File Submitted: 01 Oct 2019 File Category: Wargaming Downloads Rules for using Aeldari Black Guardians of Ulthw
  13. I am posting this because I want to get some feedback on whether this new Kill Team edition is better than SWA. If you can list the PROs and CONs that would be helpful. Example. PRO * alternating action good for multiplayer games; it it is not a you move, shoot, & charge type Any thoughts from the community?
  14. How about a set of rules for turning Necromunda or Shadow War: Armageddon into a first person shooter style diversion? Most of us are familiar with console and computer FPS games (I played a lot of Quake II, Half-Life, and Counterstrike way back when), and some of us may be familiar with Frag from Steve Jackson Games, which is a boardgame that emulates the computer/console FPS games. About ten years ago, we had some rules for this at a B&C-run table at Games Day Los Angeles, which was quite a bit of fun. With the release of Shadow War: Armageddon and the reincarnation of Necromunda, both of which follow the pattern of Games Workshop's squad skirmish level games, players might find this a fun little diversion. I don't have anything set in stone, but here are the concepts that occurred to me: Each player controls either a single fighter (standard mode) or a team of fighters (when you can only get two or three players). Games can be every man for himself or team play; team play can be two, three, or even more teams. Fighter spawn points can be assigned (e.g., Fighter Bob always spawns on this point, or always on blue spawn points), or they can be random (some mechanism for spawning on a spawn point of the player's choosing). All fighters are Trooper options, starting with a knife and a pistol, as appropriate to the faction. Game play is ideal when everyone is using the same type of fighter (e.g., everyone has a Space Marine Scout); but provisions might be made for fighters from different factions. The board has equipment spawn points that you must run over to get the equipment. Equipment includes various types of weapons, as well as special equipment (Terminator armour, jump packs, etc.). There might even be "advance" spawn points that give stat or skill advancements. Normal turn sequence is followed (just to keep things easy), but fighter order is determined each turn (some mechanism to determine order of fighters - might be a roll of the dice or might be some other method). At the end of each game turn, all equipment spawn points regenerate. Equipment is identified by tokens of some sort (my plan is to use bits to decorate bases to show what is on the spawn point). When a fighter goes out of action, the model is removed from play. A fighter that starts the game turn down can "suicide" and be removed from play. At the start of the game turn, any fighter that has been removed from play re-spawns on its spawn point. If a fighter is removed from play before its turn, it may re-spawn when its turn comes up and may act normally. There might be some mechanism for limiting the amount of gear that a fighter can carry (e.g., you can only carry two weapons (in addition to the knife and pistol that are basic), and up to five other things such as grenades and ammunition reloads). There are lots of different play variations, from kill count (i.e., first fighter/team to reach a certain kill count wins) to capture the flag to kill the zombies to whatever. There should probably be a mechanism driving fast play, such as using a chess timer or the like to limit player turns and drive up the pressure. Anyhoo, while this isn't something completely new, the execution will be a little different from what we've done in the past. This would be a fun little diversion from normal play, and might be fun at conventions and the like. If you have ideas, I'd love to hear them.
  15. In my efforts to expand the kill team options available to Aeldari players, I've developed a new kill team list for Dark Eldar players - Kabalite Trueborn. Many Dark Eldar players don't have Wyches, but these players most likely have Kabalites, so this gives such players a way to play SWA with their existing units. You can see the rules here. This is just my first stab at the rules and I hope to refine it with playtesting and feedback.
  16. Following on from my ideas for Eldar Corsairs and Craftworld Eldar, here's my idea for another Dark Eldar kill team option for Shadow War: Armageddon, Kabbalite Trueborn. First, here are the rules: I've made this as true to the 7th edition codex as possible, including Power from Pain as the kill team's defining rule, to make what I hope is the quintessential Dark Eldar kill team. Not all Dark Eldar players have wyches, so this kill team provides the basic alternative that fits within the schema of Shadow War: Armageddon kill teams (i.e., jump infantry are confined to special operatives roles, and no bikes are allowed). The weapons and equipment go without saying (I hope). I'm not sure that I've necessarily translated the rules perfectly, so I'd definitely appreciate some help there. I've highlighted the points values on the weapons and equipment chart. Anything in green already has an established points value in Shadow War: Armageddon, so these don't need to be adjusted (rather, if they do need to be adjusted, that's a larger issue than this kill team's rules). Anything in blue uses the same points value that I've used elsewhere (most likely in my Eldar Corsairs Kill Team rules, see the link in my signature). These points values are up for debate and, if it is determined that their costs need to be adjusted, they will be adjusted in all of the kill team lists I've created. Anything in yellow is new to this kill team, so changes won't cascade. These are definitely values that need to be evaluated for balance. I started the skills chart identical to the Wych Cult, but shifted things around to reflect that Kabalite Trueborn aren't stabby (like the Wyches), but are instead shooty (like Guardian Defenders). I'm definitely open to suggestions here. As for the special operatives, I decided to follow a "mercenary" theme, using those Dark Eldar units that seemed to be most closely associated as mercenary type units for the Kabals. It also helps that my two favorite units are Incubi and Mandrakes, each cool and terrifying in their own way. Personally, I would have used either a Hellion or a Beastmaster for the Wych Cult Kill Team, keeping with the whole Wych theme, but I can't really affect that (though my modified version of the Wych Cult Kill Team will include that change. So I've used the Scourge for the Kabalite Trueborn. Disclaimer, of the Aeldari sub-factions, I'm least well-versed with the Drukhari. I've never gotten around to painting up my minis (most from the 3rd edition WH40K release), so I'm open to suggestions with regard to Dark Eldar theme and what-not (if I've missed some things). As always, your feedback is greatly appreciated.
  17. Members of the B&C are challenged with the modelling and painting a power armoured kill team of Adeptus Astartes from select Chapters that participated in the Third War for Armageddon. The purpose of this challenge is to find imagery suitable to decorate the finished Adeptus Astartes in Shadow War: Armageddon rules that will be published here at the B&C for download. The winning squad will be featured at the bottom of page 12. And the member submitting the winning squad will also receive some other small prizes to be announced later. Below are images showing the Chapters that participated in the campaign. Where known, the progenitor legion is provided to show the Chapter Honours to follow in the linked rules (with regard to weapons and equipment you may include). Click on each image for a larger version: Celebrants (10 companies) Black Dragons (9 companies) [possible Salamanders] Angels of Redemption (4 companies) [Dark Angels] Blood Angels (1 company) not eligible* Salamanders (6 companies) Raptors (5 companies) [Raven Guard] Black Templars (3 crusades) not eligible* Mortifactors (10 companies) [ultramarines] Storm Lords (2 brotherhoods) [White Scars] Storm Giants (5 companies) [possible Salamanders] Omega Marines (9 companies) Space Wolves (5 great companies) not eligible* Angels of Fire (7 companies) Silver Skulls (7 companies) [ultramarines] Marines Malevolent (2 companies) Relictors (10 companies) Sons of Guilliman (6 companies) [ultramarines] Celestial Lions (10 companies) [imperial Fists] Angels of Vigilance (6 companies) [possible Dark Angels] Angels Porphyr (8 companies) Exorcists (12 companies) White Scars (3 brotherhoods) Flesh Tearers (5 companies) [blood Angels] Iron Champions (7 companies) [imperial Fists] Legion of the Damned (?) not eligible** * The "Big 5" Chapters (Black Templars, Blood Angels, Dark Angels, Ultramarines, Space Wolves) aren't eligible because we want to focus on other Chapters. Successors of the "Big 5" Chapters are okay, however. ** The Legion of the Damned isn't covered in the linked rules. What to Submit: One image of your power armoured (legacy) Adeptus Astartes kill team, created per these rules and representing one of the eligible Chapters shown above. Your kill team may include up to 1 special operative (but doesn't have to include one, if you don't want). No Primaris Marines! The Third War for Armageddon took place before the Primaris Marines came into play, so we're looking for legacy Space Marine models. Members may submit as many kill teams as they want, but may only submit one (1) image in jpg format of each kill team. The image should be at least 800 pixels across, and should be cropped to minimize wasted space. No backgrounds or terrain are necessary - a different image of the winning kill team will be used in the rules and that will be taken later. You can find tutorials on photographing your miniatures here. E-mail your submissions to @Brother Tyler at . Include your display name in the e-mail. Pictures of entries should not be posted or saved here at the B&C (e.g., in your galleries or in topics, whether within the Forge or your faction-specific forum). Once the members have voted for their favorite, then you can post WIPs and what-not to show everyone how you did it and how it came out. Deadline to enter: Midnight 7 January 2018 (the holidays will probably be busy, so I'll give some extra time). Basically, as long as it is in my e-mail inbox when I log in first thing on Monday 8 January, it will be allowed. The members will vote for their favorite and I'll contact the winning member so that we can discuss the composition of the image that will be used in the finished rules (and it will include either terrain or a plain background, so keep that in mind). In addition to the winning kill team, one or two other miniatures from among those entered will also be included in the finished rules. Selection of these models will be my prerogative, based on variety (i.e., the additional miniature(s) will differ from the winning kill team in terms of colors and lineage, along with whatever I find aesthetically pleasing). I'll also contact the creators of images for the additional Chapter(s) that will be used so that we can discuss final image composition. If you have any questions, post them here. You can see the submissions in this post. Vote by replying (you have through Sunday, January 14).
  18. So as we all know, the bundle of joy that is Shadow War: Armageddon contains rather awesome rules for Tyranid Warrior kill-teams. They also seem to be pretty good, with decent ranged weapons, obscenely murderous melee potential and some of the toughest units in the game. So, this here is a thread to talk about the Great Devourer in SW:A, be it modelling ideas, tactics, fluff inspiration or whatever else comes to mind. To start the ball rolling, I've written up a roster of Warriors for my Hive Fleet- this awesome foursome being named the Death Roaches. First, here's the basic list, complete with a veritable mountain of fluff... ...And my basic modelling ideas for the gribblies: Anyway, now all that rubbish is out the way, let the discussion begin!
  19. Members of the B&C are challenged with the modelling and painting a power armoured kill team of Adeptus Astartes from select Chapters that participated in the Badab War. The purpose of this challenge is to find imagery suitable to decorate the finished Shadow War: Badab rules that will be published here at the B&C for download. The winning squad will be featured at the bottom of page 9. And the member submitting the winning squad will also receive some other small prizes to be announced later. Below are images showing the Chapters that participated in the campaign. The image on the left shows the color schemes as depicted in the original Badab War Index Astartes article from Warhammer 40,000 1st Edition ("Rogue Trader"). The image on the right shows the revised schemes, as depicted in the Forge World Badab War books. Click on each image for a larger version: Astral Claws Carcharadons Executioners Exorcists Fire Angels Fire Hawks Howling Griffons Lamenters Mantis Warriors Marines Errant Minotaurs Novamarines Raptors Red Scorpions Salamanders * Sons of Medusa Star Phantoms Tiger Claws * The First Founding Chapters aren't eligible because we want to focus on other Chapters. What to Submit: One image of your power armoured (legacy) Adeptus Astartes kill team, created per these rules (and these rules) and representing one of the eligible Chapters shown above. Your kill team may include up to 1 special operative (but doesn't have to include one, if you don't want). No Primaris Marines! The Badab War took place before the Primaris Marines came into play, so we're looking for legacy Space Marine models. Members may submit as many kill teams as they want, but may only submit one (1) image in jpg format of each kill team. The image should be at least 800 pixels across, and should be cropped to minimize wasted space. No backgrounds or terrain are necessary - a different image of the winning kill team will be used in the rules and that will be taken later. You can find tutorials on photographing your miniatures here. E-mail your submissions to @Brother Tyler at . Include your display name in the e-mail. Pictures of entries should not be posted or saved here at the B&C (e.g., in your galleries or in topics, whether within the Forge or your faction-specific forum). Once the members have voted for their favorite, then you can post WIPs and what-not to show everyone how you did it and how it came out. Deadline to enter: Midnight 29 July 2018. Basically, as long as it is in my e-mail inbox when I log in first thing on Monday 30 July, it will be allowed. The members will vote for their favorite and I'll contact the winning member so that we can discuss the composition of the image that will be used in the finished rules (and it will include either terrain or a plain background, so keep that in mind). In addition to the winning kill team, one or two other miniatures from among those entered will also be included in the finished rules. Selection of these models will be my prerogative, based on variety (i.e., the additional miniature(s) will differ from the winning kill team in terms of colors and lineage, along with whatever I find aesthetically pleasing). I'll also contact the creators of images for the additional Chapter(s) that will be used so that we can discuss final image composition. If you have any questions, post them here.
  20. The Journey So Far. So, following a six year hiatus from the hobby I've finally been drawn back in. After convincing my girlfriend to read the Gaunt's Ghosts and Horus Heresy series, she eventually convinced me, to show her the physical side of the 41st Millennium, which is to say, collecting, painting and gaming. We decided, first, to tackle Shadow War:Armageddon, its simple rules, small units, and relative cheap nature (only needing one box of miniatures) being the perfect introduction for her, and refresher for myself. After some back and forth she decided on a Dark Eldar Wych cult, where as I went for the indefatigable Skitarii Rangers. In this thread, I'd like to show, discuss, and get C&C on our miniatures. Any advice on Shadow War, or indeed collecting Skitarii and Dark Eldar armies (our next goal), would be very much appreciated. Thanks in advance all, I hope you enjoy. The Theta-23 Ranger-Expatriarii. Skitarii Alpha: Primus Expatriarii Calix-Δ-88 Skitarii Specialist: Expatriarii Vasily-N-43 Skitarii Specialist: Expatriarii Remus-Ω-50 Skitarii Ranger: Expatriarii Chobham-Γ-03 Skitarii Ranger: Expatriarii Crarrv-Σ-45 Skitarii Fresh-forged: Expatriarii Bordon-Γ-67 Skitarii Fresh-forged: Expatriarii Tomaz-Φ-94 Skitarii Alpha. http://i.imgur.com/CE3nWnD.jpg http://i.imgur.com/sixAT5e.jpg Skitarii Fresh-forged. http://i.imgur.com/3dgEBvy.jpg http://i.imgur.com/ONTdT7e.jpg Skitarii Rangers. http://i.imgur.com/j1tHKqR.jpg http://i.imgur.com/Ym7QNQt.jpg
  21. I've tweaked the official Craftworld Eldar Kill Teams rules. The only real change was to the special operatives: (click the thumbnail for a full size version) First, as you can see by the links in my signature, I figured that the Asuryani probably have more than one type of kill team that they might send on missions. While the Dire Avengers are probably one of the go-to teams, there may be times that other skills are necessary, or when Dire Avengers aren't available. Since the official kill team focuses on the Dire Avengers, I figured that it might be tweaked just a tiny bit. I've basically re-named the kill team to better capture its focus. The big change was to the special operatives. Aside from the surprise in potency, the autarch seemed okay. However, neither the wraithblade nor wraithguard seemed appropriate from a lore perspective. The ghost warriors suffer from wraithsight - disconnection from reality. They only operate well under the guidance of spiritseers. Now it might be argued that the types that might accompany Dire Avengers on secret missions are above average, but that still doesn't seem quite right. So I replaced them with other exarchs. My intent there was to give some balance/specialism. The Dire Avengers are decent generalists, better at shooting than assault. The autarch brings some definite assault oomph. I figured that Dire Avengers might find use for a combat specialist. When choosing between the Striking Scorpions and the Howling Banshees, I figured that the athletic Howling Banshees were more generally applicable than the sneaky Striking Scorpions, so the Howling Banshees got the nod. On the other end of the spectrum, shooting was between the Fire Dragons, Dark Reapers, and those guys from Mymeara whose names I can't remember. Shadow War: Armageddon doesn't have a lot of flying types, and the Dire Avengers already have access to a flyer via the autarch (who comes with Swooping Hawk wings). Fire Dragons are great when they're up close, but the Dark Reapers are good generalist shooters, so they got the nod. If you want to see the rules for the weapons/wargear, check out the Howling Banshees Kill Team link in my signature. Aside from those changes and some small things (like changing "Eldar" to "Aeldari"), everything else stayed the same as the official kill team. You can see that in the larger version of the rulebook, and it used to be online (though it looks like GW has killed all SWA stuff on their website).
  22. Though I’m pretty sure that Games Workshop has abandoned Shadow War: Armageddon, I’m going to continue in my efforts to expand the kill team options for the Aeldari. The final Aeldari kill team I have is fitting: Ynnari. Just to get you to the good stuff first, here are images of the current version of the rules: (The images originally posted no longer work as the rules have been revised. You can see the current version here.) Like the Eldar Corsairs, the Ynnari are a mish-mash of Craftworld Eldar and Dark Eldar, so there are going to be a few bits of similarity in execution. I see two ways of playing Ynnari, though, and both require the development of a special faction-based rule. This rule is the Strength from Death rule (modified from Index: Xenos 1 as necessary for the Shadow War: Armageddon game). Both alternatives will use this same rule. The first alternative would be to use any of the other Aeldari kill teams, except the Harlequins, and simply replace their special rule with the Ynnari special rule. So a Dark Eldar Wych Cult kill team that has joined the Ynnari would replace its Combat Drugs special rule with the Ynnari special rule. Everything else about the kill team would remain the same (fighter options, armory, skills, and special operatives). The second alternative would be a true Ynnari kill team with its own fighter choices, skills, etc. That’s the one that would resemble the Eldar Corsairs slightly. That’s also the more difficult kill team because there are some hard choices that have to be made. For now, I’ve made some very questionable choices that I’d like feedback on. The first questionable choice is the leader. This is where it gets questionable. I’ve used the “Soulbound” as the leader choice, but this is representative. In the Gathering Storm books, the Soulbound is a detachment of the most elite warriors (other than the Harlequins) that serve Ynnead and Yvraine. This detachment is composed of Dire Avengers, wyches, and incubi. So I’ve made the leader option the lowest common denominator, but require the player to choose one of the three paths, with both the Dire Avenger and incubus having a cost to upgrade. The tradeoff (I think) is that leader option doesn’t have quite the freedom that they have in the other kill teams. It’s not much of a tradeoff, though. There were two alternatives I considered for the leader. My first inclination was to make the leader a spiritseer, but I felt that it made the Ynnari look too much like the Black Guardians (who are led by a warlock). Also, from a lore perspective, I don’t know that spiritseers would be the default leaders of such kill teams. The second alternative was a generic hero type of character, like a generic exarch level that might be equipped with Aeldari equipment from all three factions (Asuryani, Drukhari, Anhrathe). The two problems I saw with this is that there isn’t a good precedent in terms of standard WH40K units, and the list would then look too much like the Eldar Corsairs and Kabalite Trueborn kill teams that I’ve already developed. I’m not firmly opposed to this idea if it can be made to work, but I definitely want to ensure that this kill team is distinct from the others. The trooper, recruit, and specialist choices are much like the Eldar Corsairs, so they can be a combination of corsair reavers, guardians, or kabalites (though the trooper version isn’t as good as the Black Guardians or Kabalite Trueborn kill teams). There’s a lot of flexibility in being able to equip them across this range, but the slightly lower scores should balance them a bit. The skills were determined by finding the basic skills common to the various lists (focusing on Black Guardians, Kabalite Trueborn, and Eldar Corsairs), then filling in the rest in order to (hopefully) mesh with the lore while distinguishing this list from the other Aeldari kill teams. Hopefully the Strength from Death translation works. My chief concern is clarity. There are interesting potentials in this special rule in terms of game play, giving this faction a distinctive representation of speed and mobility compared to its counterparts. Since I opted to not use the spiritseer as the kill team’s leader, I felt it appropriate to make him one of the special operative choices (which echoes the void dreamers in the Eldar Corsairs list). I wanted to distinguish the spiritseer from both the void dreamer and warlock, doing this by focusing on the revenant psyker powers (in The Gathering Storm – Fracture of Biel-Tan). Also, since the Dire Avengers Kill Team* that I’ll be presenting will lose the wraithblade/wraithguard special operatives, I felt those were appropriate for the Ynnari, giving them a hand-to-hand special operative (wraithblade), a shooting special operative (wraithguard), and a generalist special operative (spiritseer). The spiritseer and wraithdoohickies just seem very appropriate for the Ynnari. Since the ranks of the Ynnari are composed of Aeldari from all factions, though, it occurred to me that players might want to represent the other types of kill teams that we might see from the Ynnari. To that end, you can take any of the other Aeldari kill teams (minus Harlequins, who still worship Cegorach), and have them represent Ynnari by removing their standard special rule and replacing it with Strength from Death. Everything else about the other kill team’s rules would remain the same (skills, special operatives, etc.) – all you would change would be the special rule. A Kabalite Trueborn kill team with Strength from Death is going to play slightly differently on the tabletop compared to the standard Kabalite Trueborn kill team with Power from Pain. I left a few things highlighted since these need to be validated (everything else came from other kill team rules, so, barring cut and paste errors and fat fingers, should be okay). Overall, this is just the first stab at the Ynnari for Shadow War: Armageddon. I’d love to get some feedback to help me improve this. Thanks in advance. * When I said that this Ynnari kill team list was my “final kill team” I suppose I sort of lied. Two other kill teams that I haven’t presented are Dire Avengers and Wych Cult kill teams. In truth, though, these are just minor modifications of the official Craftworld and Dark Eldar Wych Cult kill teams. The only real changes I’m making to them is in the area of their special operatives. I don’t think that the wraith~ constructs are appropriate for the Dire Avengers/craftworlds as special operatives because of the disconnect that they have with reality, needing spiritseers to keep them in line (those that align with the Ynnari are a bit different in this, I think). Similarly, I think that the Wych Cult kill teams should have wyches as the special operatives, so the scourges are being replaced with hellions (I’ve appropriated the scourges for the Kabalite Trueborn, who use the mercenary type units as their special operatives). And with Brother Tyler's evil suggestion below, it might actually be three as I explore whether or not the incubi can be developed into a balanced kill team. Edited to remove original images and replace with link to updated version of rules below.
  23. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=581 File Name: Aeldari Corsair Kill Teams for SWA File Submitter: Ioldanach File Submitted: 25 Nov 2018 File Category: Wargaming Downloads Rules for using Aeldari Corsairs in the Shadow War: Armageddon game. Click here to download this file
  24. While the official Craftworld Eldar Kill Team rules are decent, they don't do a good job of reflecting the variety to be found within the craftworlds. A wise Autarch will use all of the tools available to her, and sometimes the shooty, but flexible, Dire Avengers just aren't the right tool for the job. Sometimes you need someone that knows how to stick sharp objects into soft flesh. Here's the good stuff before I bore you: (The originally posted image links no longer work as the file has been updated. See this post for the current version.) I initially wavered on whether or not this kill team should be Howling Banshees or Striking Scorpions. Both are stabby, each in their own unique way. Lore-wise, the Striking Scorpions are the folks you send in when you need someone to sneak in and spill some blood. The only problem was that their signature weapon is the chainsword, which has the Noisy rule in Shadow War: Armageddon, making it less than ideal for a few of the missions. Also, I really wanted to give the screaming and leaping ladies their time in the spotlight. They're a good counterpoint to the Wych Cults of the Dark Kin, and sort of a shadow of the Harlequins. Truth be told, I could easily create a variation on this list that replaces the Howling Banshees with Striking Scorpions, with the rest of the rules remaining unchanged (I'll probably do just that, but later). So I pulled the Dire Avengers out and replaced them with Howling Banshees. I also replaced the Guardian Defender squad, identified by the option to take the weapons platforms and not special weapons, and replaced them with Storm Guardians. This change, more than anything, defines the shift from the Craftworld Eldar [Dire Avengers] Kill Team to the Howling Banshees Kill Team. Able to take power swords and special weapons (flamer or fusion gun) and not able to take the weapons platforms dramatically changes the whole dynamic of how this kill team operates compared to their blue-armored brothers. Sure, the Guardians are the New Recruits of both squads, so they'll be half or less of the total kill team composition, but a shuriken cannon weapons platform operates in a vastly different manner from a flamer, providing good covering fire from a distance without having to get within charging range. Other than those two (monumental) changes, everything else remained the same - Battle Focus, skills, and special operatives. I really don't like the special operatives choices in the Craftworld Eldar [Dire Avengers] Kill Team rules (you can see why here, scroll down to the fifth paragraph below the images), and I really wanted to change them. However, it didn't feel right in that it would have changed too much from the Craftworld Eldar [Dire Avengers] Kill Team list. So much as I'd like to change those special operatives, any Aspect Warrior Shrine kill team lists I come up with will keep those three - Autarch, Wraithblade, Wraithguard. This is just my first stab at this list, and it will be revised based on playtesting and feedback. Thanks!
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