Shadow War: Armageddon

From 2d4chan
Revision as of 20:09, 11 April 2017 by 1d4chan>Jrg7777 (→‎The Game)
Jump to navigation Jump to search
This article is a stub. You can help 1d4chan by expanding it

Openly labeled as the spiritual successor to Necromunda, Shadow War: Armageddon is a standalone boxed game pitting kill teams against each other in skirmish combat in the depths of a hive city. The stock scenario is set in Hive Acheron on Armageddon between Space Marine Scouts and Orks, but there's also extended rules for kill teams from virtually every other faction: Chaos Space Marines, Tyranids, Genestealer Cults, Imperial Guard, Eldar, Skitarii, Grey Knights, Necrons, Tau, pretty much the whole shebang.

The Game

[to be filled out in greater detail once some git can get his hands on the game].

Expect most games to be over in 2-3 turns between the SM scouts and the Orks.

Rules for Space Marine Scouts, Astra Militarium Veterans, and Ork Boyz kill teams are found in the Shadow War: Armageddon rule book, currently only available in the starter box. The starter box was a limited release; any components will all be sold separately.

Rules for Chaos Space Marines, Dark Eldar Wych Cult, Craftworld Eldar, Genestealer Cult Hybrid, Grey Knights, Harlequin Troupe, Necron, Skitarii Ranger, Tau Pathfinder, and Tyranid Warrior kill teams are currently available in pdf format through the Games Workshop website.

Kill Teams

Space Marines

Currently, Space Marine kill teams can only include scouts as their primary members. Space Marines can be added as Special Operatives.

  • Special Rules
    • And They Shall Know No Fear: Models don't take fear/terror tests; models can recover from pinning early without needing a friendly model within 2".
  • Kill Team Leader
    • Scout Sergeant: 200 pts. Combat blade and Scout armour (4+). +1 A and Ld than Scout.
  • Trooper
    • Scout: 100 pts. Combat blade and Scout armour (4+). +1 WS and BS than Novitiate Scout.
  • New Recruit
    • Novitiate Scout: 75 pts. Combat blade and Scout armour (4+). WS/BS of 3; S/T/I of 4; Ld of 8.
  • Specialist
    • Scout Gunner: 110 pts. Combat blade and Scout armor (4+). Same stats as Scout, but access to Heavy Weapons instead of Basic Weapons and no Hand-to-Hand Weapons.
  • Special Operatives
    • Apothecary: Chainsword, bolt pistol, frag/krak grenades, power armour (3+). Friendlies within 3" -2 to Injury rolls during Recovery Phase. Can reroll Serious Injury rolls after the battle.
    • Veteran: Boltgun w/ telescopic sight or red-dot laser sight, bolt pistol, frag/krak grenades, power armour (3+). Can change weapons (more variety than Deathwatch Veteran).
    • Terminator: Power sword, storm bolter, Terminator armour (3+ on two dice; 5+ invuln; can't be pinned by shooting unless S7). Can change weapons. Causes Fear. If down or out-of-action at end of mission, gives opponent 1 extra promethium cache.
    • Deathwatch Veteran: Boltgun w/ hellfire bolts and telescopic sights or red-dot laser sight, frag/krak grenades, power armour (3+). Can change weapons. Scores critical hits in hand-to-hand combat with 5 or 6, instead of just 6, vs Ork models.

Imperial Guard

Currently, Astra Militarum kill teams consist primarily of veterans, while also able to recruit regular guardsmen. Unlike the average kill team, Guard kill teams can recruit 3 Specialists instead of just 2.

  • Special Rules
    • Voice of Command: Instead of shooting, the kill team leader lets all members of his kill team within 6" of him to reroll 1s to hit during shooting.
  • Kill Team Leader
    • Veteran Sergeant: 120 pts. Combat blade and flak armour (6+, 5+ vs template). +1 Ld than Veteran Guardsman.
  • Trooper
    • Veteran Guardsman: 60 pts. Combat blade and flak armour (6+, 5+ vs template). +1 BS than Guardsman.
  • New Recruit
    • Guardsman: 50 pts. Combat blade and flak armour (6+, 5+ vs template). WS/BS/S/T/I of 3; Ld of 7.
  • Specialist
    • Special Weapons Operative: 70 pts. Combat blade and flak armour (6+, 5+ vs template). Same stats as Veteran Guardsman, but access to Special Weapons instead of Basic Weapons.
  • Special Operatives
    • Officio Prefectus Commissar: Bolt pistol, chainsword, frag/krak grenades, flak armour (6+, 5+ vs template). Can change weapons. While not down, broken, or out-of-action, friendlies within 6" can use his Ld of 9 during break and regroup tests; I of 3 for escaping pinning early; kill team automatically passes bottle tests.
    • Tech-Priest Engineseer: Laspistol, power axe, servo-arm, frag/krak grenades, power armour (3+). Friendlies within 6" can reroll Ammo checks.
    • Ogryn: Ripper gun, frag grenades, flak armour (6+, 5+ vs templates). Can change weapons/armour. Gains 1 Muscle skill. If down or out-of-action at end of mission, enemy gets 1 extra promethium cache.
    • Militarum Tempestus Scion: Lasgun w/ hotshot laser pack and red-dot laser sight, photo-visor, frag/krak grenades, carapace armour (4+, -1 I). Can change weapons. Can reroll Injury roll when shooting at an enemy.

Orks

Orks are as they always are. A big boss leading a bunch of boyz into combat. Unlike the average kill team, orks can field 3-20 models per kill team, instead of the usual 3-10.

  • Special Rules
    • Ere We Go!: +1 to attack roll to orks who charge in same turn.
    • Mob Rule: If an ork kill team has more models than the enemy kill team (not including down and out-of-action), +1 L to all friendly ork models. Bonus is +2 if ork kill team has at least twice as many. Expect it to be in effect pretty much all the time.
  • Kill Team Leader
    • Boss Nob: 160 pts. Shank and squig-hide armour (6+). +1 S,W,I,A than Boy.
  • Trooper
    • Boy: 60 pts. Shank and squig-hide armour (6+). +1 WS and A than Yoof.
  • New Recruit
    • Yoof: 30 pts. Shank and squig-hide armour (6+). WS of 3; BS of 2; S of 3; T of 4; I of 2; A of 1; Ld of 7
  • Specialist
    • Spanner Boy: 70 pts. Shank and squig-hide armour (6+). Same stats as Boy but access to Special Weapons instead of Hand-to-Hand Weapons and Basic Weapons.
  • Special Operatives
    • Painboy: 'urty Siringe, squig-hide armour (6+). Friendlies within 3" -2 to Injury rolls during Recovery phase. Friendlies within 6" can use I of 3 to test escaping pinning early if Painboy isn't down or broken. If not out-of-action, can reroll 1 Serious Injury roll after mission.
    • Mek: Slugga, wrench, stikkbombs, squig-hide armour (6+). Can change weapons. Can reroll first failed Ammo roll, regardless of model. Friendlies within 3" can re-roll Ammo rolls.
    • Runtherd/D6 Gretchin: Runtherd: grabba stikk, slugga, stikkbombs, squig-hide whip, squig-hide armour (6+). Can change weapons. Gretchin: grot blasta, shank. If Runtherd doesn't go out-of-action, +50 pts for after mission Recruit or Rearm. Gretchin count as New Recruits. If starting with only 1 Gretchin, +1 A to Gretchin.
    • Flash Git: Snazzgun w/ gitfinda, shank, stikkbombs, squig-hide armour (6+). Can change weapon. Can reroll Injury roll when shooting an enemy.

Chaos Space Marines

  • Kill Team Leader
    • Aspiring Champion:
  • Trooper
    • Chaos Space Marine:
  • New Recruit
    • Chaos Cultist:
  • Specialist
    • Chaos Gunner:
  • Special Operatives
    • Raptor:
    • Chaos Terminator:
    • Chaos Spawn:

Dark Eldar Wych Cult

  • Kill Team Leader
    • Syren:
  • Trooper
    • Wych:
  • New Recruit
    • Debutante:
  • Specialist
    • Bloodbride:
  • Special Operatives
    • Succubus:
    • Haemonculus:
    • Scourge:

Craftworld Eldar

  • Kill Team Leader
    • Dire Avenger Exarch:
  • Trooper
    • Dire Avenger:
  • New Recruit
    • Guardian Defender:
  • Specialist
    • Guardian Defender Gunner:
  • Special Operatives
    • Autarch:
    • Wraithblade:
    • Wraithguard:

Genestealer Cult Hybrids

  • Kill Team Leader
    • Neophyte Leader:
  • Trooper
    • Neophyte Hybrid:
  • New Recruit
    • Neophyte Initiate:
  • Specialist
    • Neophyte Heavy:
  • Special Operatives
    • Acolyte Hybrid:
    • Hybrid Metamorph:
    • Purestrain Genestealer:

Grey Knights

  • Kill Team Leader
    • Justicar:
  • Trooper
    • Grey Knight:
  • Specialist
    • Grey Knight Gunner:
  • Special Operatives
    • Purifier:
    • Interceptor:
    • Grey Knight Terminator:

Harlequin Troupe

  • Kill Team Leader
    • Troupe Master:
  • Trooper
    • Player:
  • New Recruit
    • Mime:
  • Specialist
    • Virtuoso:
  • Special Operatives
    • Death Jester:
    • Shadowseer:
    • Solitaire:

Necrons

  • Kill Team Leader
    • Appointed Immortal:
  • Trooper
    • Immortal:
  • New Recruit
    • Warrior:
  • Specialist
    • Deathmark:
  • Special Operatives
    • Lychguard:
    • Triarch Praetorian:

Skitarii Rangers

  • Special Rules
    • Artificer Weaponry: A Skitarii fighter may ignore the first failed Ammo roll in each game.
  • Kill Team Leader
    • Skitarii Ranger Alpha: 150pts. combat blade and Skitarii war plate (4+). +1 Bs, I, W, A, Ld than Fresh-forged.
  • Trooper
    • Skitarii Ranger: 80pts. combat blade and Skitarii war plate (4+). +1 Bs than Fresh-forged.
  • New Recruit
    • Skitarii Fresh-forged: 65pts. combat blade and Skitarii war plate (4+). WS 3; BS 3; S 3; T 3; W 1; I 3; A 1; Ld 8.
  • Specialist
    • Skitarii Specialist: 90pts. combat blade and Skitarii war plate (4+). same stats as Ranger but access to Skitarii Pistols, Special Weapons, Grenades and Miscellaneous Equipment lists.
  • Special Operatives
    • Tech-Priest Enginseer:
    • Sicarian Ruststalker:
    • Sicarian Infiltrators:

Tau Pathfinders

  • Kill Team Leader
    • Pathfinder Shas’ui:
  • Trooper
    • Pathfinder:
  • New Recruit
    • Pathfinder Cadet:
  • Specialist
    • Pathfinder Specialist:
  • Special Operatives
    • Stealth Team Shas’ui:
    • Cadre Fireblade
    • Ethereal:

Tyranid Warriors

  • Kill Team Leader
    • Alpha:
  • Trooper
    • Warrior:
  • New Recruit
    • New-spawn:
  • Specialist
    • Gun-beast:
  • Special Operatives
    • Ravener:
    • Zoanthrope
    • Tyranid Prime:

Sisters of Battle Rumored to be releasing in Rulebook reprint.

  • Kill Team Leader
    • n/a:
  • Trooper
    • n/a:
  • New Recruit
    • n/a:
  • Specialist
    • n/a:
  • Special Operatives
    • n/a:
    • n/a:
    • n/a:

Inquisition Rumored to be releasing in Rulebook reprint.

  • Kill Team Leader
    • n/a:
  • Trooper
    • n/a:
  • New Recruit
    • n/a:
  • Specialist
    • n/a:
  • Special Operatives
    • n/a:
    • n/a:
    • n/a:

What Rocks

  • IT'S NECROMUNDA! (sorta)
  • WITH ALL THE FACTIONS! (most of them, at any rate)
  • Comes with a set of awesome modular Hive City terrain that's begging (and advertised) to be used for standard 40k, and can be built into constructions of truly epic proportions. Even better, the terrain is now separately available for purchase.
  • There will be a standalone rulebook released with all the rules and factions packaged together, even expanded to include some of the factions that got left out initially.
  • Unlike Kill Team you can include some HQ choices like Autarchs, Ethereals and Fireblades.
  • Fully customisable wargear options for different models in your team. Want 3 Genestealer cultists with laspistols and knives, 4 with autoguns and 2 with lasguns? That's do-able.
  • Actual fluffy differences between weapons that are the same in normal 40k. The humble lasgun is finally better than the crude autogun.

What Sucks

  • It's not Necromunda. The closest things we have to the hive gangs and mutants of old are Chaos and Genestealer cultists, and that's...just not the same. This is probably because GW, for better or worse, seems to be be on a big kick lately to have their standard model range cross-compatible with all of their specialist games, and is apparently unwilling to make a bunch of new models just for a faithful Necromunda reboot. Far easier to just bring back the Necromunda style of gameplay using the existing factions and models.
  • The boxed set is a limited release, and initial pre-orders completely sold out within minutes, catching GW completely off-guard with a demand that they hadn't expected or prepared a supply for. Whoops.
  • Unlike Kill Team, Shadow War is much more limited in what kind of units are allowed. Rather than bringing whatever you want within a set of loose parameters, you're given a specific set of units for leaders, troopers, new recruits, specialists, and special operatives, and that's it. No vehicles.
  • The unit choices for some factions don't make much sense. If Space Marines get a "scout unit" as do the Tau with Pathfinders (but no Kroot!), then surely other factions would have similar fluffy units...what's this? Eldar get guardians and not rangers? Eldar are sending what are basically civilians on a scouting/commando raid? (correction: Eldar unit is the Dire Avenger. Any guardians are new recruits, and they essentially become Avengers when they 'level up').
  • Balance is a bad joke, with some factions so overpowered it isn't even funny. (see Discussion page for a more in-depth look)
The Specialist Games of Games Workshop
Warhammer 40,000
(Classic):
Battlefleet Gothic - Epic - Gorkamorka
Inquisitor - Lost Patrol - Necromunda - Space Hulk
Warhammer 40,000
(New):
Aeronautica Imperialis - Assassinorum Execution Force - Adeptus Titanicus
Betrayal at Calth - Blackstone Fortress - Shadow War: Armageddon
Necromunda - Kill Team - Space Marine Heroes - Combat Arena - Space Marine Adventures
Warhammer Fantasy: Blood Bowl - Man O' War - Mordheim - Warmaster
Warhammer: Age of Sigmar: Gorechosen - Warhammer Underworlds - Skirmish - Warcry
Board Games: Chaos in the Old World - Relic