Here's my collection of fan-made stuff for Shadow War: Armageddon so far. I'm interested in bridging Necromunda and Shadow War, and I'm bringing some Warhammer Fantasy Roleplay baggage with me (taking a rat catcher's view of 40K).

CAMPAIGNS
http://www.outworld-studio.com/swa/SWA-CAMPAIGNS-vDag.pdf
This alternate campaign system contains much of what I think the standard campaign system is missing. Fighters earn experience points individually, equipment purchases are limited, acquiring territories is a fundamental aspect of play, there's a wider range of serious injuries and the option to repair them with bionics, some built-in methods for balancing underdog teams (with Team Re-roll as in Blood Bowl, and easier access to Special Operatives), a greater variety of twists (subplots) for the hunt in the Promethium Sprawl, a custom mix of skills (including a new category of skills available only to Team Leaders), and some other stuff.

MISSIONS
http://www.outworld-studio.com/swa/SWA-MISSION-ENTER-THE-ARENA.pdf
http://www.outworld-studio.com/swa/SWA-MISSION-FRONTAL-ASSAULT.pdf
http://www.outworld-studio.com/swa/SWA-MISSION-POWER-STRUGGLE.pdf
http://www.outworld-studio.com/swa/SWA-MISSION-PROMETHIUM-BANDITS.pdf
http://www.outworld-studio.com/swa/SWA-MISSION-RUNTHERD-ROUND-UP.pdf

KILL TEAM ROSTER SHEETS
http://www.outworld-studio.com/swa/SWA-ROSTER-SHEETS-vDag01.pdf

CARDSTOCK TERRAIN
http://www.outworld-studio.com/swa/SWA-FOLDUPCARGOCONTAINERS-vDag01.pdf
 

0604854

Ganger
Mar 25, 2012
56
21
8
The exp system is not what I would go for, one model could kill 3 guys but get no exp. I don't like the team exp rules instead why not give individual models rewards. (Like necromunda)
 
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The exp system is not what I would go for, one model could kill 3 guys but get no exp. I don't like the team exp rules instead why not give individual models rewards. (Like necromunda)
The reason I'm not doing that is because I don't want to over-reward winners, and I want to regulate the rate of advancement across teams without added bookkeeping.

For several drafts of these rules, it was possible to pick up individual xp awards for specific mission objectives, but I've removed those while I reconsider if they're helping or hurting my overall design goals. Mostly I find them unnecessary. If you think Fighter A was really the MVP for being in the right place at the right time, even if other fighters actually pulled the trigger or whatever, then you should be able to reward Fighter A for that assist.

My intuition about what makes for fun (and somewhat balanced) campaigning is that teams should be earning about the same total experience after each mission, regardless of the outcome. The difference between winning and losing is subtle but important. Consistent winners will enjoy a little regular boost, while consistent losers will tend to catch up eventually and perhaps give someone a run for their money. If instead it was possible for consistent winners to advance at a much faster pace overall, losing teams would have no hope of a reasonably balanced scenario coming their way after a while.