Brother Tyler Posted April 23, 2017 Share Posted April 23, 2017 I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the White Scars. You can see Playtest V1.0 here. I'd appreciate any feedback that you can provide to make this a better (and balanced) product. Link to comment https://bolterandchainsword.com/topic/333192-white-scars-in-shadow-war-armageddon/ Share on other sites More sharing options...
Brother Tyler Posted November 17, 2017 Author Share Posted November 17, 2017 Here is the final version of the White Scars rules in my project: WHITE SCARS The White Scars and their successors are the masters of high speed hit-and-run warfare. White Scars Veteran Sergeants and Space Marines have access to the power lance as a melee weapon option. Fight on the Move: A White Scars fighter may attack enemy models while moving. The White Scars model may make 1 hand-to-hand Attack against each enemy model within 1” of his movement path. Any enemy model attacked in such a way may not make any return attacks, but may parry if suitably equipped. The White Scars model may make Fight on the Move attacks while charging, in which case the White Scars fighter gains the normal +1 bonus for charging, but only makes 1 hand-to-hand Attack against the enemy model that was charged. If the White Scars fighter rolls any Fumble results, he may make no further hand-to-hand Attacks until the end of his turn. White Scars troopers may take Combat, Shooting, and Stealth skills. White Scars Specialists may take Combat, Ferocity, Shooting, and Stealth skills. White Scars Leaders may take Combat, Ferocity, Guerilla, Agility, Shooting, and Stealth skills. There are also some larger changes, though these affect all Chapters. These include some additional weapons and wargear (power mauls, power axes, power fists, grav weapons). The White Scars suffered the most in the development from my first draft (see post above) to the final draft, because the Chapter is most associated with Space Marine Bikes, which aren’t really appropriate to the Shadow War: Armageddon game style (even though the actions in which the Chapter participated during that campaign were noteworthy for their use of bikes and rapid movement). If we look at the Shadow Wars rules beyond the Third War for Armageddon campaign (which GW obviously did since they included rules for a bunch of factions that weren’t involved in that event), as a skirmish (squad level) game, bikes should be allowed. That’s a longer term project, though, as it involves expanding a bunch of the factions. As it is, the current rules we've developed for the White Scars in SWA work well enough as a compromise. This is the one Chapter that I'm open to further suggestions, on, though. Link to comment https://bolterandchainsword.com/topic/333192-white-scars-in-shadow-war-armageddon/#findComment-4934053 Share on other sites More sharing options...
Brother Tyler Posted January 17, 2018 Author Share Posted January 17, 2018 With the main Space Marine Kill Teams rules nearly finished (just getting some pictures in so that I can make them available for download), I've moved forward with the Chapters that participated in the Badab War. For fans of the White Scars and their successors, the Mantis Warriors participated in the Badab War on the side of the Secessionists. You can see my initial stab at rules for the Mantis Warriors here. They are markedly different from the White Scars, but I'm always open to ideas for improvement. Brother Navaer Solaq 1 Back to top Link to comment https://bolterandchainsword.com/topic/333192-white-scars-in-shadow-war-armageddon/#findComment-4986055 Share on other sites More sharing options...
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