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 New warband - Existing Campaign

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Knight
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PostSubject: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeMon 6 Apr 2009 - 16:48

Hi folk, we have a new skaven warband entering the fray in an already existing campaign. The existing warbands of Maneaters and Norse have ratings of 212+ and 236+ respectivly and i think the skeven will struggle to say the least.
What are your thoughts/ideas to even it up a little for the skaven.
All ideas welcome.

Thanx in advance
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeMon 6 Apr 2009 - 16:52

Road to Mordheim, just to start out with some nudging.

Road to Mordheim
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeMon 6 Apr 2009 - 20:39

The other option is to have both warbands count their experience, and find out which one has less. Then give your skaven a % of that amount (80%?). Do the same for gold (counting equipment value and member cost).

Very crude system, but it's simple, which counts for a lot.
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeTue 7 Apr 2009 - 15:12

Thanks folk, i will talk it over with the skaven player and see what he thinks.

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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeTue 7 Apr 2009 - 15:31

If you use the Underdog Rule, the extra experience the new War Band will get SHOULD eventually even things up a bit. Suspect
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeWed 8 Apr 2009 - 1:19

Shut your eyes, run in and go down fighting. Neutral
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeWed 8 Apr 2009 - 1:52

Underdog rule leads to some nice experience but in my experience you feel a bit let down b/c you don't get to see warriors advance game to game against other starting warbands, you end up rolling 1-2 advances every game.

What really shuts down new warbands is equipment! Your heroes get butchered, you make no money, and can't buy charms, gromril, and hunting rifles to even the score.

Necromunda has a Giant Killer Bonus which is an income adjustment for underdogs gained only if they win. It represents local traders and contacts giving discounts, gifts and generally being impressed if you happen to pull out a win.

Perhapse somehting similar could work for Mordheim...
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeWed 8 Apr 2009 - 1:59

I don't know. I think the Road to Mordheim option is a nice way to add some random advancement, as it's never the same road twice. Things can be modified as seen fit, such as putting in a list of Hired Swords that the new warband can use, instead of the standard ones listed on step 4. Just follow these steps, and your warband should be ready to hold their own for a little while. They might even still be subject to the Underdog Rule, but with better odds of effectively surviving and not getting wiped out.

(For those that don't like the link above, here's the text:)


1 – Ambushed
Not long on the road, your warband is attacked by a group of ruffians.
Follow the following list to find the consequences.


A – Roll a D6 for each figure in the warband. On a result of 1 they
must roll on the appropriate Injury chart ( Heroes and Henchmen)
B – All surviving heroes and henchmen and hired swords gain 1 exp
C – Roll a D6 for each hero. On a 4+ they gain 1 more experience.
D – The leader gains 1 exp for commanding the successful seeing
off of the ruffians.


2 – Survivors
Your warband encounters a bedraggled couple of survivors from an
ex warband. Add a new group of Henchmen to your roster. This
may be any group you can use from your list. This group has
2 members. This group begins with 50gc you may spend arming
them from your equipment list. Any left over money is wasted,
and cannot be saved. The group has 3 exp to start, so you must
roll a level up for them as well. You must reroll any Lads got
talent result though, as they have only just joined the band
and this will not be recognized as yet.


3 – Bodies
Your warband comes across a scene of utter carnage. The remains of
two rival bands lie around the area, having taken each other
down fighting. Roll on the following chart to see what you can
find still of use in the area.


D3 swords = 4+
D3 bows = 4+
Suit of light armour = 2+
Suit of heavy armour = 5+
D3 helmets = 4+
Lucky charm = auto
30 + 2D6 gc = auto
D3 shards of wyrdstone = auto


4 – A Chance Encounter
Your band meets a mercenary for hire on the road to Mordheim. He
offers you his services on route to Mordheim for your company
and a few supplies. Roll on the following chart to see which
hired sword you have encountered. If the hired sword rolled
is not permitted in your band, roll again until you get one
who is. Note that you will not have to pay any upkeep for this
hired sword until after your first battle. So if you get one
you don’t want, you can axe him from the team then.


1 – Halfling Scout.
2 – Pitfighter.
3 – Freelance Knight.
4 – Elven Ranger.
5 – Warlock.
6 – Dwarven Trollslayer.



5 – Mordheim Is Nigh
You have arrived at Mordheim, fairly unscathed for your adventures
on the way there, though you have had some escapades on the
way, allowing your warband to hone its skills a little. Complete
the following to see what you have learned on the way.


A – Add 1 exp to all heroes and henchmen and hired swords.
B – Roll a D6 for each Hero. On a 4+ they gain 1 exp.
C – Add 1 exp to the leader for successfully getting the band to Mordheim.

6 – Trading
You may trade any wyrdstone you have, and buy and sell any items
or warriors you require as per the normal trading rules.


7 – To Battle and Riches

Good luck on the streets of Mordheim. You are going to need it…
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PostSubject: Re: New warband - Existing Campaign   new player existing campaign - New warband - Existing Campaign Icon_minitimeThu 9 Apr 2009 - 14:44

Thanks everyone for your input in the end we plumbed for Identitys suggestion for experience and made 4 exploration rolls. It turned out well the skaven werent to overpowered by the norse and maneaters.
I like pit fighter trainers suggestion though and will probably use it in the future when we start a new/different campaign to add some experience to new warbands.

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