player1083847 3 Posted May 13, 2011 So, a few months ago, someone posted a great Index Astartes PDF with rules for playing Raven Guard, Iron Hands, and Salamanders. Does anyone know if anybody did a write up of the White Scars? Quote Share this post Link to post Share on other sites
SomVone 6 Posted May 13, 2011 I don't think so. Quote Share this post Link to post Share on other sites
Psyx 0 Posted May 16, 2011 I did. Suggestion from the relic came from elsewhere: White Scars StatisticsWhite Scars gain a +5 modifier to Agility and to Ballistic Skill. Chapter demeanour – Son of Jaghatai Khan White Scars value their mobility above most other tactical advantages or indeed; creature comforts. They chafe at the idea of static defence, or slow and steady offence, and scoff at the idea of a battle won through attrition, rather than manoeuvre. This demeanour may be triggered whenever the Character embraces the fluidity of the Chapter’s doctrine; physically or idealistically. Chapter advancesAcrobatics 500Acrobatics +10 500Acrobatics +20 500Drive (any) 400Drive (any) +10 400Drive (any) +20 400Wrangling 100Wrangling +10 100Wrangling +20 100Assassin Strike 400Hard Target 500Hip shooting 500Talented (Drive: ground vehicles) 400Talented (Drive: skimmers) 400 Chapter abilities Solo mode – Agile offense (active)So long as he does not remain stationary, the White Scar if never affected by suppressive fire, nor triggers over-watch attacks.Improvement: At Rank 4, the Astartes may freely disengage from melee without being struck. Chapter attack pattern – Hit and runAction: FreeCost: 3Sustained: NoWhen this ability is triggered, all eligible kill-team members in support range may immediately elect to join Squad Mode. Furthermore, they may freely move up to twice their Agility bonus in metres, freely disengaging from melee and moving without triggering over-watch fire and ignoring suppressive fire. They may make a single Standard ranged or melee attack, either before or after the move. This ability only lasts one turn. Chapter Defence Pattern – Evasive manoeuvresAction: HalfCost: 3Sustained: YesWhile this ability in effect, all eligible members within support range are targeted by foes at -10 BS/WS, so long as they move 3m or more during their turn. Any vehicle driven by a character affected by the Pattern is also targeted with the same modifiers.Improvement: At Rank 4, ranged fire aimed at those under the effects of this Pattern (and their vehicles) are treated as firing at 1 range category greater. If already at extreme range, the weapon may not target the Asartes. Chapter trappingsWhite Scars may select either a falchion, yurt, talisman of fleet foot or a warbow as a trapping. FalchionThis may be selected to take the place of the standard combat knife. These curved swords are treated exactly as ceremonial swords used by other Chapters. Alternatively it may be requisitioned for 3 Requisition Points.Melee, 1d10+2 R, Pen 2, Weight 5, Balanced, 4kg, 3 Requisition Talisman of fleet footWhen using Hard Target, the White Scar increases the penalties to hit him by 3%. YurtThe traditional domed tent of the nomadic people of Mundus Planus might seem to be of little use to a White Scar, but they are still seen amongst their camps, offering a reminder of the traditional ways of the tribes and spiritual solace. A White Scar who spends a night under the skies in his yurt gains an additional re-roll the following day.10kg WarbowA few White Scars still carry the bone composite bows they carried on their homeworld, paired with mono-edged combat arrows. Although a bow is not completely silent, it's quieter than a stalker pattern bolter, and less overkill when it comes to putting food on the table.Basic, 30m, S/-/-, 1d10+2+1/2SB R, Pen 2, Clip 1, Rld: Half, 3kg Chapter relic – Bow of Uthri ChinellaThis mighty bow is constructed of sprung adamantine, inlaid with bone, and carved with quotes from the Great Khan and ancient sayings from the homeworld of Mundus Planus. The bow is mentioned in records as far back as 8,000 years ago, although no record of the Astartes the bow is named for can be found. It carries the weight of the ages and a powerful connection with the Ancestors, and seems to be a particular bane of warp-spawn. No non-Asartes could hope to draw such a powerful bow. Its arrows are broad-headed and adamantine tipped: Capable of easily skewering most foes. The bow is effectively a silent weapon.Basic, 50m, S/-/-, 1d10+2+SB R, Pen 2, Clip 1, Rld: Half. 5kg, Razor Sharp, Sanctified Requisition 40, Hero Quote Share this post Link to post Share on other sites
ItsUncertainWho 3 Posted May 16, 2011 Psyx said: Chapter abilities Solo mode – Agile offense (active)So long as he does not remain stationary, the White Scar if never affected by suppressive fire, nor triggers over-watch attacks.Improvement: At Rank 4, the Astartes may freely disengage from melee without being struck. Chapter attack pattern – Hit and runAction: FreeCost: 3Sustained: NoWhen this ability is triggered, all eligible kill-team members in support range may immediately elect to join Squad Mode. Furthermore, they may freely move up to twice their Agility bonus in metres, freely disengaging from melee and moving without triggering over-watch fire and ignoring suppressive fire. They may make a single Standard ranged or melee attack, either before or after the move. This ability only lasts one turn. Not to be too much of a jerk.... So White Scars turn invisible if they move outside of a vehicle? I think you need to look more towards bonuses to resist suppressive fire rather than immunity. The idea of immunity from over-watch is silly. The free disengage is probably the best idea in there, IMO. Quote Share this post Link to post Share on other sites
ak-73 248 Posted May 16, 2011 ItsUncertainWho said: The idea of immunity from over-watch is silly. Which is what makes Regroup one of the most OP Codex Squad Mode abilities but there you go. Bad times for hostake takers and the like. I fail to see what's Defensive about it. Alex Quote Share this post Link to post Share on other sites
Tunnelhckrat 0 Posted May 16, 2011 Psyker powers? I Love white scars but would want to play a Stormseer. Quote Share this post Link to post Share on other sites
Psyx 0 Posted May 17, 2011 @ It's: Half the Patterns published are silly and defiance of sense. That alone does not stand out as a reason to disallow any Pattern, and indeed the pattern was part-inspired by Regroup. Given how seldom overwatch and suppression tends to see use against the PCs [at least in our games], a pattern that merely gave a -10 or -20 (and overwatch is already at -20) would seem a rather mean thing to give as a Pattern, especially considering the massive power of some of the other abilities. This is not so much an exercise in logic as a thematic pattern that *might* be considered instead of the Ultramarine or Dark Angel one. Is it as good as either of those? Probably not still, but at least it's closer tot he same ballpark. Would you take a pattern that gave people -20 to overwatch and suppress instead of +10 to everything and a re-roll or a free round of shooting each combat? Of course not. Patterns need to be balanced so as not to become red-headed step-child v1.0 plasma guns. Merely giving a -20 to Overwatch might also cause problems, as the White Scar then can use the pattern in order to deliberately trip overwatch fire, and then the rest of the PCs are 'safe' from it. With things this way around, the White Scar can -until cross-training of Patterns kicks in at least- make himself safe from overwatch, without simply using himself as a fire-magnet in order to make the entire group safe. @Tunnel: Sorry, but I haven't done those. I drew up a variety of Chapters to tempt players and was planning on only writing Psyker rules if someone selected one for play. To be honest, I've not even read that section of the rules in great detail! Quote Share this post Link to post Share on other sites
Tunnelhckrat 0 Posted May 17, 2011 If their solo mode lets them disengage for free, then whats the point of taking acrobatics? Quote Share this post Link to post Share on other sites
Siranui 2 Posted May 17, 2011 There's more to the acrobatic skill than disengaging from combat, to be fair. Plus: useful when you don't want to pick up the dice and only have a 70% chance of passing, or when in Squad Mode? 500 is a bit pricey, though. Isn't it 400 for BAs? Quote Share this post Link to post Share on other sites
Tunnelhckrat 0 Posted May 17, 2011 @Pysk What do you suppose whould be good psyker powers for White scars? The only thing I could come up with is "The Frozen Steppes," The stormseer could cause some kind of Ice storm or blizzard type of enviornment that either adds a negative to BS tests; or maybe anyone moving through the area takes a agility test or falls prone? IDK I cant really think of any other powers that would suit them. Quote Share this post Link to post Share on other sites
Hardrainfalling 0 Posted June 1, 2011 nice to see the bow , I own a mongol hunting bow and it is a very powerful weapon, some specical forces still use bows and crossbows to day for silencing sentries etc maybe even give a bow razor sharp or at least the relic , due to the archers paradox effect bows are particlualry good at penetrating stab armour and ballasitc cloth (anything with a weave ) not so good vs plates etc eg carapace or power armour but would go through flak armour real easy Quote Share this post Link to post Share on other sites