|
General
The campaign will be run using a modified version of the rules found in the Mordheimer's Campaign Aid v1.2.
Allowed Warbands
|
|
|
The Map
The map has been modified with new locations added, a few moved and connections between locations somewhat altered. We will be playing with a variant of the Fog of War. Players will know their own locations (Primary, Defendable and Controlled locations), the connections leading to/from those locations and whether or not the adjacent locations are Occupied by an enemy warband (only the Primary and Defendable areas will show up as Occupied).
Map Key
Starting Locations
In addition to the 4 gate locations and 4 Starting locations the following warbands may choose to start at these alternate locations at the beginning of the campaign only. While this starts the band in the city and with campaign points the area isn't necessarily connected to a trade city and the band may develop problems recruiting and buying rares (see Trading/Recruiting).
The following NPC warbands may be used (we have the models for them or will soon). At least 1 NPC war band per player band should be included to bring the number of warbands to a minimum of 8. Yes some of these are not allowed to players. This is the play test area to possibly include them later.
NPC warbands will always spend any available campaign points to "Rush to the Defense" of their Controlled locations. If attacked by several warbands in one turn they will defend against the the one with the highest warband rating.
NPC Mordheimer Fanatic movement
The Fanatics will move as directly as possible towards the warband with the highest number of FHPs beginning as soon as any warband gets a point. If two bands get their first FHP at on the same turn the Fanatics will go after the one with the highest warband rating. After the Fanatics have attacked this warband they will reevaluate and select the warband with the highest number of FHP. If it is the same warband they will move after the warband with the next highest number of FHPs.
Fanatics gain 1 City Folk and 1 Maimed for every area they pass through to a maximum warband size of 20. If the Fanatics win a battle they are able to add an Orphan (1-3), Lunatic (4-5) or Bleak One (6) if there is a slot available at no cost.
If the Prophet is killed the existing warband falls apart. Start a new warband at one of the following locations: Common Neighborhood, Rat Hunters, Devil's Den, The Shades, Halibut, or Herring with 500gc. That location must be unoccupied.
NPC Warband combat
When 2 NPC warbands fight roll D6 to determine the winner, highest wins reroll ties. The roll a D6 for each hero and each henchmen. On a 1 the warrior was OOAed during the fight. Roll Serious Injury and Exploration as normal for the warband. Warbands sell all wyrdstone immediately at current rating and stock the gold after spending enough to replace all lost warriors and their equipment. When played against a player warband give the person controlling the NPC band a few minutes to spend the gold the NPC band has available. Make rolls as needed to purchase rare items.
Exploration and Looting
Exploration happens only after a battle. If a warband fights no battles they loot instead gaining 1gc per Hero per CPV of the Primary and Defendable (not controlled) locations. Heroes who are sent to shop or recruit can not participate in looting.
Warbands which gained wyrdstone as part of a scenario should subtract the number of wyrdstone gained in the scenario from the amount found during exploration.
Retirement and Changing Warbands
A warband must be played for at least 5 battles or destruction (1/2 original member lost) before it can be retired and the player start a new warband.
Heroes who fill their XP chart will be retired.
Trade and Recruiting
In order to purchase rare items or recruit new warband members heroes must be sent to one of the 4 settlements outside of Mordheim during the looting or Exploration phases. The warband must spend 1CP per hero sent. The heroes must be able to trace a unobstructed path though Controlled or allied locations and known connections (shown on the players map) to the target settlement. The heroes sent will be unavailable in any "Rush to Defense" combats that turn. They will always return to the warband even if the path is cut off by other bands movement.
If the settlement is the Primary location of an enemy warband it can not be used as a purchase location but it can be if it is Defendable, Controlled, or Unoccupied. Only one hero needs to be sent order to recruit any number of warriors, however each hero send (including a recruiting hero) only get 1 die roll for purchasing rares per turn.
Alliances and Truces
Warbands may form alliances. The details of benefits, sharing maps, moving against certain enemies, not moving into certain locations are up to the players forming the alliance. when 2 allied warbands meet in the same location they immediately declare a Truce. Good (Green) warbands may not form alliances with Bad (Red) warbands. In addition
Truces
At any point of a battle the warbands involved may declare a truce and stop the battle. The fight ends (or never starts) and both bands move on to a shared exploration phase. Collectively the bands roll 1 die per pair of heroes one from each warband +1 more die.
If one war band has more heroes they may roll a separate die alone for each unpaired hero. Any bad outcomes from multiples happen to both warbands (for instance if they discover a well and drink from it 1 warrior from each band drinks). Split all returns equally, selling items if needed. For good outcomes that do not have a monetary value roll each warband rolls a d6. The highest gets the benefit.
Battles
If a warband is attacked in a single location by multiple warbands the defender may choose to fight the enemy warbands seperatly or simultaneously. or any combination if there are more than 3 attackers. If the warband chooses to fight the attackers seperatly the defenders do not get a chance to resolve XP gains or heal between the battles, however they do get an exploration roll after each battle.
Roll for Random Happenings at the begining of each players turn.
Use the critical hit tables on the lamiated sheets i will bring. They might not be the best choice but i have 3 and they are laminted.
Starting
This method of starting is intended to insure that every warband fights on the first Campaign turn. Truces are not allowed on this turn because of the special nature of the placement of warbands. The first battles must have a clear winner and loser.
Warbands will arrive in Mordheim via one of the 4 settlements. Each player should inform the GM which settlement they start at (or if listed above at which interior location). The warband does not Control this location. Do not start more than 4 warbands in any settlement.
Losers of a battle on the first round move to their second choice location. If the location is unoccupied they take control of the location without further combat. If the location is occupied resolve with a battle using the Camp Assault Scenario or Unawares Scenario with the occupying warband being the defender. Resolve all second round battles.
Winners of second round battles take control of the location, losers move to their third choice location. Play out the 3rd round just like the second. Preferably using the scenario that the losing band did not play in round 2.
If any warband has not taken control of a location at the end of round 3 they take control of the settlement. If for some reason there are two warbands at the settlement resolve with the Bar Room Brawl Scenario. A loser of the Bar Room Brawl moves to another settlement.
Game Flow
Additional Rules
Players may use the rules found in Power in the Stones. Which allows a wyrdstone to be appraised (20gc) rather than shopping and possibly used for its magic. This is restricted to certain warbands and has the potential to corrupt the ser.
We will be using some weather rules. The current season is Spring. The season will advance every three campaign turns.
Hired Swords and Dramatis Personae
Right now just the offical ones. See the faq.
Campaign stuff: Crown of jewels. Undead rising. Daemon.
Mounted from Nemesis Crown
Minis needed:
Treeman Dryads Ogre HS Ghost Skeletons Ghouls Fire marker Chaos Spawn Dogs Pit fighter Sigmarite matricarch Plauge victims Peddler Spider Possed warband (Kris) Sigmarite warband (kris or Ron) Dwarves (Ron)