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 Pyrates of the Karribean---Warband Objectives

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Von Kurst
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PostSubject: Pyrates of the Karribean---Warband Objectives   Mon 11 Jun 2012 - 13:08

The Old Grey Beards are running another Karibbean campaign called Karibbean Rising. The link below introduces the factions for the campaign--

http://www.youtube.com/watch?v=yRRNt60uKFI

Their campaign is in full swing and I've been following the action with an eye to playing a sequel Mordheim campaign using some of the same background at least.

One of the features of the campaign is player objectives.  Last year StyrofaomKing and I came up with some modified BTB objectives.  As the Toth Amon campaign runs down I figured I'd revisit them.  Starting with the Monarch of the Seas:

The Monarch of the Seas
Updated: 11/8/2015
The Powers of the Old World seek an answer to the strategic stalemate that prevails in the Old World here in the New.

Warbands: Empire mercenaries, Lothern Sea Patrol, Shadow Warriors, Protectorate of Sigmar, Bretonians, Estalians and Telians may choose this objective.

Objective progress  
+1 Playing a Scenario. Whenever the warband plays a scenario it gets +1 CP.

+1 Winning a Scenario. Whenever the warband wins a scenario it gets +1 CP.

+1 Major Artifact Discovered. The warband gets +1 CP for every Major Artifact it can get hold of. Note that each bonus applies only once per artifact (to a maximum of 4).

D3+1 Prizes Taken. Whenever the warband forces a ship belonging to a warband with the Scourge of the Seas, Monarch of the Seas, Silent Threat or Celestial Canopy objectives to strike its colors or permanently captures a ship belonging to one of the above objective paths, it gets D3+1 CP. No points are earned for boats or rafts.

+1 Rival Out Of Action. The warband gets +1 CP for taking the leader of a warband with the Scourge of the Seas objective or the leader of another warband with the Monarch of the Seas objective out of action.

+1 Rival Out Of Action. The warband gets +1 CP for taking the leader of a warband with the Scourge of the Seas objective, the Celestial Canopy objective or the leader of another warband with the Monarch of the Seas objective out of action.

Achievements  
CP Achievement
5 I am the King’s Champion: The warband's leader hates every other leader with the same objective. He must charge them when they are in reach.

10 Master Navigator: The warband’s leader is a master of the sea.  A ship or boat under his direct command has its speed increased by 1.

15 Reinforcements: The warband’s maximum number of warriors is increased by +1.

20 Treasures of the Ancients: The warband has the knowledge to find treasures of the Old Ones. So long as the warband has won five Exploration scenarios and includes a pathfinder, priest or elf mage to guide them they may choose to play the "The Temple of Doom" scenario instead of a random scenario from the Lost City scenario table.

25 Reinforcements: The warband’s maximum number of warriors is increased by +2.

30 Hang Them High: Whenever a pirate or a member of a warband with the Scourge of the Seas objective is captured, a bounty equal to the warrior’s experience is paid.  The captured warrior is sent to Port Sigmar to be judged.

35 Pirate Hunter: The warband’s leader has such a fell reputation as a pirate hunter that the leader causes fear in pirates and warbands with the Scourge of the Seas objective.  If the leader already causes fear warriors must subtract 1 from their leadership when making a fear test.

40 Master and Commander. If the warband has accumulated four Major Artifacts it may choose to play the scenario “Sea Wolves”.  If the warband wins the scenario, it has won the campaign.

[Original template:  The Scion of Chaos, Border Town Burning.]


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Mon 11 Jun 2012 - 14:16

Although i do not have so much experience in a long run campaign, the rules listed above are looking fine to me.

I am looking forward to this campaign.

Have fun
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Mon 11 Jun 2012 - 18:19

Thanks!
__________________________________________________________________________
The Scourge of the Seas
Updated: 11/8/2015

Warbands: Maneaters, Orcs & Goblins (all types), Norse, Chaos Marauders, Dark Elves, Undead, pirate warbands and Skaven warbands may choose this objective.  

Objective progress  
+1 Playing a Scenario. Whenever the warband plays a scenario it gets +1 CP.
+1 Winning a Scenario. If the warband wins a battle it gets +1 CP.
+D3+1 Prizes Taken. Whenever the warband forces an enemy to strike its colors or permanently captures a ship, it gets D3+1 CP. No points are given for boats or rafts.
+1 Major Artifact Found. The warband gets +1 CP for every Major Artifact it can get hold of. Note that the bonus applies only applies to the first 4 Major Artifacts found.
+1 Accomplished Leader. The warband gets +1 CP whenever the leader's total Experience reaches the following: 30, 45, 60, 75 and 90. Note that each bonus applies only once per warband.
+1 Rival Out Of Action. The warband gets +1 CP for taking the leader of a warband with the Scourge of the Seas or Monarch of the Seas objective out of action.
+1 Kidnapped. If the warband wins the scenario The Governor's Daughter it gains +1 CP. (The Governor only has two daughters, so the bonus may only be collected twice.)


Achievements  
CP Achievement  
5   Master Navigator: The warband’s leader is a master of the sea.  A ship or boat under his direct command has its speed increased by 1.

10 I am the Scourge: The warband's leader hates every other leader with the Scourge of the Seas objective. He must charge them when they are in reach.

15 Remarkable Duellist: The warband’s leader is a well-trained fighter. When using a weapon that has a Parry special rule, he parries successfully if he beats or matches his opponents highest ‘to hit’ roll, not just if he beats the roll.

20 Furious Charge: The warband’s leader gets a +1 bonus on his ‘to hit’ rolls in the first turn of a hand-to-hand combat when charging.

25   Furious Assault: The warband’s Heroes get a +1 bonus on their ‘to hit’ rolls in the first turn of a hand-to-hand combat when charging.

35   Infamy: The warband’s Heroes each cause fear in enemy models.

40 Raze to the Ground:  Raze to the Ground: If the warband has won a River/Ocean scenario at least once against every other objective path, the warband may choose to play the scenario Gunpowder Plot, using the “Let the Damned Burn” rules from TC#8. At the very beginning of the game, nominate one building in the center of the board as the Governor’s Mansion: if that building is ignited by a “Scourge of the Seas” warband member and remains on fire three turns later it is considered razed and the warband wins the campaign. . Any cask of gunpowder exploded within 1” of a building will immediately set the building on fire. Fire may spread from building to building as normal, but will not spread to the Mansion- that must be ignited intentionally!
[Original Template: The Scourge of the Realm,  Border Town Burning.]
___________________________________________________________________________
The Lure of Fortune
Updated: 11/8/2015

Warbands: Norse Explorers, Shadow Warriors, Dwarf warbands, Halflings, Pirate warbands and Mercenary warbands may choose this objective.

Objective progress
+1 Playing a Scenario. Whenever the warband plays a scenario it gets +1 CP.

+1 Winning a Scenario. If the warband won the battle, it gets +1 CP.

+X Armada Expanded. Whenever the warband first gains. purchases or permanently captures a vessel, it gets CP based on its size. Replacing destroyed or lost boats does not count.  Rowboat +1 CP, Ship +D3+1 CP. No points are given for rafts.

+1 Riches Accumulated. The warband gets +1 CP whenever their amount of Special items reaches the following: 3, 6, 9, and 12. Special items count as: Gromril items, Ithilmar items, Stegadon Bone Armor, Cranium Helmet, Exotic Furs and/or Skins, Baby Cold Ones, Swivel Gun or a Minor Artifact (which counts as 2 items). Note that each bonus applies only once per warband.

+D3 Major Artifact Found. The warband gets +D3 CP for every Major Artifact it can get hold of. Note that the bonus applies only applies to the first 4 Major Artifacts found.

Achievements
CP Achievement
5 Trading Web: If the warband retains an Old Smuggler (from the Sartosa campaign) or Arabyan Merchant Hired Sword, his upkeep cost is reduced by –1 gold crown for each boat or raft you own.

10 Specialty Trader: Once per post game, you may pick one Rare item that you are searching for- you do not have to pay additional fees for it (i.e. only base price), and may re-roll the rarity roll if it is failed.

15 Famed Travelers: The warband may pay the upkeep cost when hiring a new Hired Sword instead of the normal hiring fee. The upkeep cost must be paid as usual.

20 Trading Post: Whenever the warband’s exploration dice score a five of a kind you may choose to replace them with “11111” Abandoned Trading Post (see Border Town Burning pdf 3).

25 Volume Discount: The warband may purchase Rare items at a discount of –1 gold crown for each Special Item they already have.

35 Trade Routes: After lots of traveling the warband has learned some of the best trade routes of the area. In every scenario where there is no given order for setting up the warband the player may choose where they are placed before any other player.

40 Journey Home: From now on the warband may choose to play the Journey Home scenario (revised).
Winning the scenario will cause the warband to win the entire campaign. Note that the scenario may only be played if the warband also has a Ship and 12+ Special items. For this purpose each Lesser Artifact replaces two special items and each Major Artifact replaces three major items.

[Original Template: The Lure of Fortune,  Border Town Burning.]


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Wed 13 Jun 2012 - 7:19

Next up the Silent Threat.  This years campaign features a faction perfect for the objective:
Kaptain Blacksquig wrote:
Faction Notes: As a member of the Bilge Rats, you are part of a group of shadowy individuals bent on conquest of the Karibbean. But where the other factions might relay on force of arms or prettied words, the Bilge Rats pursue a different course to accomplish their goals. Made up of the lower rungs of society, thieves, smugglers, fugitives, bootleggers, outcasts, dregs of the sea, and worse beings of the underworld, your faction wages a secret war, many even deny the existence of such an organization.

Working from the shadows, the Bilge Rats strive to bend the Karibbean to their will, through subterfuge and treachery. Through use of stealth and paranoia you will make gains and take what has been long denied to you. But always tread carefully and remember…trust no one!

The Silent Threat
Updated:11/8/2015
Warbands: The Possessed, Dark Elves, Skaven warbands, Undead warbands and Mercenary warbands may choose this objective.  

Objective progress
+1 Playing a Scenario. Whenever the warband plays a scenario it gets +1 CP.

+1 Winning a Scenario. If the warband won the battle, it gets +1 CP unless the scenario played was “The Heist”.

+D3 Winning “The Heist” Scenario. If the warband won this scenario it gets +D3 CP.  

+X Smuggling Fleet. Whenever the warband first gains, purchases or permanently captures a vessel, it gets CP based on its size. Replacing destroyed or lost boats does not count. Rowboat +1 CP, Ship +2 CP. No points are given for rafts.

+D3 Target Eliminated. Whenever an opposing Hero is taken out of action by a warband member with none of the enemy heroes' allies within 6" the warband gets +D3 CP.  

+1 Poisoned Out Of Action. The warband gets +1 CP for taking a Hero of any warband out of action using poisoned weapons unless the Hero dies.  

+D3 Death by Poison. Whenever a Hero that was poisoned went out of action and dies permanently after a battle, the warband gets +D3 CP instead of +1 CP.

+1 Major Artifact Found. The warband gets +1 CP for every Major Artifact it can get hold of. Note that the bonus applies only applies to the first 4 Major Artifacts found.

Achievements
CP Achievement  
5 Saboteurs: Black Lotus, Dark Venom, Spider Spittle and Manticore Spoor become less difficult to acquire. The rarity for all these items is reduced to Rare 5. In addition, whenever a Henchmen group rolls a Lads Got Talent result the player may choose to give the group the skill Saboteurs instead of promoting a hero.  The group may now use the above poisons. (Note that you need one dose of poison per model in the Henchman group in order to equip them all).  

10 Poisoners: The warband gains a 20% discount (rounding fractions down) when buying Black Lotus, Dark Venom, Spider Spittle and Manticore Spoor.

15 Burglary: From now on, whenever the player gets to pick a scenario in the jungle, a town or lost city, he may choose to play the “The Heist” scenario instead of any of the regularly allowed scenarios.

20 Wanted! From now on, in between battles, the warband may pay 20 gold crowns to have a price put on an enemy Hero’s head through their evil schemes. Once the reward has been set up, all warbands may pay any number of gold crowns between battles to increase the bounty. The first warband to take the hunted Hero out of action gets paid the bounty after the battle.

25 Alter Ego: A randomly selected Hero (not a leader ) from a randomly selected warband has begun working incognito with the opposition. Wearing a simple disguise, this traitorous individual is added to this warband’s roster as a Hired Sword with no upkeep cost. This is in addition to remaining a Hero in the starting warband. While incognito, the Hired Sword does not gain experience or become injured and the model carries the same equipment, adhering to all of the same requirements of his Hero alter ego.
Any injuries, skills, equipment acquired or lost by the Hero will affect the Hired Sword alter ego. If at any stage the model is killed then remove the character from both warbands rosters. Note that in battles against the original warband the Hired Sword will work only as the Hero in the starting warband to hold up the double-cross.

35 Assassination: The warband may chose to play the scenario Assassins! instead of rolling a random scenario in any Town or Lost City location. Any victims successfully assassinated are killed. Remove them from the warband roster.
Only warbands with the Burglary achievement will earn this achievement.

40 Triumphant Cabal: If the warband has won the scenario The Heist once against every other objective path, then from now on the warband may choose to play the scenario “The Bodyguards” instead of a random scenario. Winning the scenario results in the warband winning the campaign.

[Original Template: The Silent Threat,  Border Town Burning.]


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Wed 13 Jun 2012 - 16:01

I like that you are now able to include the Silent Threat. Perfect! Very Happy

Von Kurst wrote:
20 Trading Post: Whenever the warband’s exploration dice score a five of a kind you may choose to replace them with “11111” Abandoned Trading Post (see Border Town Burning pdf 3).
Does the standard exploration table have "11111" Abandoned Trading Post? If not then I have a small problem with this achievement. In Border Town Burning, there was a race to find and rebuild the Abandoned Trading Post. Once found it provides good benefits to the warband that controls it. Later, other warbands rolling "11111" Abandoned Trading Post can choose to assult the (repaired and no longer abandoned) Trading Post in an attempt to capture it for themselves. If your exploration table does not have "11111" Abandoned Trading Post option then you lose this meta-game and perhaps the Trading Post becomes more powerful than intended.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Wed 13 Jun 2012 - 20:02

Quote :
Abandoned Trading Post
The warband comes across a ruined trading post. Despite its tatty condition it has not been destroyed so could potentially be re-established.
Searching the trading post for some valuable loot the warband finds D3 Swords, D3 Helmets, D3 suits of light armor, D3 Cathayan Silk Cloaks and D3 Pistols.
In addition, the following warbands may restore the trading post: Merchant Caravans, Chaos Dwarfs, Norse Explorers, Shadow Warriors, Dwarf warbands, Pirate warbands and Mercenary warbands.
Note that the warband doesn’t have to decide whether they wish to restore the post immediately. They may return at any time between battles if they wish until such a time that another warband finds and restores the trading post. Any warband that discovers the abandoned trading post after it has been restored, may choose at any time to play the special scenario "Hostile Embargo" once, with the warband that restored it.
The restoration costs 150 + D6 x 25 gold crowns and lasts four games in which at least one Hero and two Henchmen must miss battles. For each additional Hero or two Henchmen helping them, the rebuilding process is sped up by one (to a minimum of one game).
A warband controlling the restored trading post rolls 3D6 to determine the experience of the henchmen available for hire after the battle. As a bartering point for many exotic goods they get +3 when searching for rare items.
If the warband chose the ‘The Lure of Fortune’ objective, they get +D6 campaign points once for rebuilding the trading post.
Access to the rewards for finding the Trading Post I can understand. Bothering with restoring it seems like a large expense for little reward. Am I missing something?

We used it last year, but ignored the whole restoration aspect.

This year I was thinking of altering the Exploration table to include the above in some way. Do warbands actually attempt to restore the trading post in campaigns?
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Thu 14 Jun 2012 - 5:32

Yes I agree that it is expensive and it feels too expensive to me. The gold crown cost is potentially not too bad (between 175 and 300 GCs for a similar but slightly better benefit as that offered by an Opulent Coach which costs 250 GCs - of course if you play with the advanced rules for the Opulent Coach as per BTB recommendations then the +3 bonus to finding rare items is priced at 70 GC which is a huge difference to even 175 GC) but the real cost which makes it a hard choice is the requirement that one hero and two henchmen must miss four games. I definitely think that you could tone the cost down if you are worried that warbands may not pursue the restoration.

I was a Lure of Fortune warband in our BTB campaign two years ago. I had started thinking about restoring the Trading Post with the +D6 campaign points being a big factor. I was not winning too many battles so I figured that I could play it carefully for four battles and try to get the bonus CPs. I never achieved the restoration as the campaign fizzled before I could put my plan into action. (On that note I also would have liked it better if it gave +2D3 CPs instead of +D6 CPs since it is a lot of cost and effort to potentially get a pitiful 1 CP).

(Disclaimer: My comments on cost and potential for bonus CPs may be biased since I played a Lure of Fortune warband. Wink )
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Thu 14 Jun 2012 - 6:14

Sorry for double post but I now want to comment on the objectives themselves. These are some random thoughts and I don't necessarily recommend applying all of what I say below.

The Lure of Fortune objective seems to be the weakest. In comparing to the BTB objectives, you have added extra methods of acquiring campagin points to the other objectives but the Lure of Fortune retains the same number of methods of acquiring campaign points as in BTB. Therefore there is more flexibility for other objectives to gain campaign points which is a strength over the Lure of Fortune objective. Maybe this is a good justification to make the Trading Post easier to repair or to boost the CPs that can be gained by a Lure of Fortune warband repairing (and maybe capturing?) the Trading Post.

The "Prizes Taken" method of gaining CPs for Monarch of the Seas and Scourge of the Seas seems too strong. I thought that 'striking colours' was simply the naval battle version of a rout. Am I missing something (I probably am)? If you want bonus CPs for naval battle routs then maybe limit it so that +1 CP can be gained for causing a rout ('striking colours') in naval battles against warbands with *either* Monarch of the Seas or Scourge of the Seas objective. This would encourage the navy and the pirates to fight each other (maybe Scourge of the Seas could also get the bonus against Lure of Fortune). Otherwise maybe keep the number of CPs the same as you have them but focus the objective on permanently capturing vessals in contrast to the Armada Expanded (Lure of Fortune) and Smuggling Fleet (Silent Threat) which are focused on purchasing and/or capturing vessels. Of course I might just be missing the point here. lol!

I would change the "Major Artifact Discovered" method for Monarch of the Seas to be either +D3 CPs or even just +1 CP instead of +6 CPs. It was +6 CPs in BTB for Scion of Chaos because there was a corresponding -3 CPs if the major artifact was subsequently lost. Without the ability to lose CPs then +6 CPs is too much over what other objectives get for gaining major artifacts. If it was reduced to +1 CP (I think this is best) then this is a way to boost the Lure of Fortune objective (which I have already mentioned feels a bit on the weak side) as the Lure of Fortune would become the only objective that could potentially get more than 1 CP for major artifacts (and this fits the fluff of the objective since artifacts mean money, money, money).

I think it could also work well having a minor loss of CPs (e.g. -1 CP) if a ship (not rowboat or raft) is permenantly lost by Monarch of the Seas or Scourge of the Seas objectives. The fluff of these two objectives lend themselves to strength in naval power so losing a ship would be a big deal.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Thu 14 Jun 2012 - 7:12

Good points RL. I'll give the above some thought. Even after last year's campaign I haven't grasped the naunces of crafting objectives.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Sat 16 Jun 2012 - 21:27

Edited Monarch of the Seas objective and Scourge of the Seas objective to reflect RL's suggestions. (And then re-edited them today, 11/8/2015, hopefully still with RL's thoughts in mind...)

Next up a start on a Native objective path based on the Celestial Protectorate.
__________________________________________________________________________
The Cult of the Celestial Canopy
Updated: 11/8/2015
As a member of the Cult of the Celestial Canopy you share a common thread, a hatred of all the factions striving to take the land and sea away from you, the rightful owners! Your knowledge of the land and its secrets will prove invaluable, your eyes and ears are everywhere in the Karibbean and little escapes your attention. The jungle and sea are your friends use them!
 
Warbands: Amazons, Lizardmen, Forest Goblins, Savage Orcs and Halflings.

Objective progress
+1 Playing a Scenario at any Location except the Lost City. Whenever the warband plays a scenario at any Location except the Lost City, it gets +1 CP.

+1 Winning a Scenario. If the warband wins a battle it gets +1 CP.

+D3+1 Prizes Taken. Whenever the warband forces an enemy to strike its colors or permanently captures a ship captained by a non-Cult warband, it gets D3+1 CP. No points are earned for boats or rafts..

+2D3 Major Artifact of the Old Ones Reclaimed. The warband gets +2D3 CP for every Major Artifact of the Old Ones it can get hold of. Note that the bonus applies only applies to the first 4 Major Artifacts of the Old Ones found.  No bonus is given for Major Artifacts of other races.

+1 Leader Out Of Action. The warband gets +1 CP for taking the leader of any warband that is not of the Cult of the Celestial Canopy out of action.

+1 Dead Outlander. Whenever a Hero of a warband taken out of action by the warband that is not of the Cult of the Celestial Canopy dies permanently (or is sacrificed) after a battle the warband gets +1 CP.


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Sun 17 Jun 2012 - 1:47

One interesting quirk of the Celestial Protectorate objective is that it doesn't provide campaign points for winning. This encourages the Celestial Protectorate warbands to be more fanatical in their defense against the forces of chaos because winning doesn't matter as much as killing those bastard invaders. I think what you have for Celestial Canopy is fine but you could remove the +1 Winning a Scenario and replace it with +D3 Dead Outlander (which actually makes the objective closer to the Celestial Protectorate objective).

Also, what are the achievements for the Celestial Canopy? You have not included them.

With the ability to include the Silent Threat in this campaign you have a really well rounded group of objectives. I like that you have crafted the objectives to focus on naval battles which are a core element of the campaigns that you play and major artifacts. Do you have a specific list of major artifacts that you have created for the campaign?
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Sun 17 Jun 2012 - 6:20

Quote :
Also, what are the achievements for the Celestial Canopy? You have not included them.
I haven't written them. lol!
They will include:
Secret Trails:a vatiation of the skill hunch which may be used in jungle and Lost City Locations.

Fair Winds and Favorable Currents: an advantage in sea battles, perhaps picking the wind direction and/or the direction of the current at the start of the battle.

A variation of the Tomb scenario from BTB (which I haven't read in years.) I was thinking of calling 'Kroak's Rest' or something.

Quote :
Do you have a specific list of major artifacts that you have created for the campaign?
At the moment I am prepared to use the Lustrian Artifacts chart from TC. However, I was lurking on Old Gray Beards the other day and found an announcement of Magical Artifacts of the Karibbean for Warhammer and Mordheim games. I'm looking forward to reading it.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Mon 25 Jun 2012 - 12:18

I'm stumbling along doing re-writes and trying to come up with an approach for the Celestial Canopy and Burn the Witch.  I have a possible 3 new players I haven't heard from but so far no one is playing a chaotic or Undead warband.  I'm planning on the Burn the Witch player fighting a crusade against the Canopy players (playtable and I) AND the chaotic and Undead NPCs of the Karibbean (Mama Regina and Bloody Bill).

The Cult of the Celestial Canopy
Updated 11/8/2015
As a member of the Cult of the Celestial Canopy you share a common thread, a hatred of all the factions striving to take the land and sea away from you, the rightful owners! Your knowledge of the land and its secrets will prove invaluable, your eyes and ears are everywhere in the Karibbean and little escapes your attention. The jungle and sea are your friends use them!
 
Warbands: Amazons, Lizardmen, Forest Goblins, Savage Orcs and Halflings.

Objective progress
+1 Playing a Scenario at any Location except the Lost City. Whenever the warband plays a scenario at any Location except the Lost City, it gets +1 CP.

+1 Winning a Scenario. If the warband wins a battle it gets +1 CP.

D3+1 Prizes Taken. Whenever the warband forces an enemy to strike its colors or permanently captures a ship, it gets D3+1 CP. No points are earned for boats or rafts.

+2D3 Major Artifact of the Old Ones Reclaimed. The warband gets +2D3 CP for every Major Artifact it can get hold of. Note that the bonus applies only applies to the first 4 Major Artifacts of the Old Ones found.  No points are earned for other races artifacts.
+1 Leader Out Of Action. The warband gets +1 CP for taking the leader of any warband that is not of the Cult of the Celestial Canopy out of action.

+1 Dead Outlander. Whenever a Hero taken out of action by a Celestial warband that is not of the Cult of the Celestial Canopy dies permanently or is sacrificed after a battle the warband gets +1 CP.

Achievements
CP Achievement
5 Xenophobia: The warband's leader hates every other leader with an objective besides the Cult of the Celestial Canopy. He (or she) must charge them when they are in reach, unless he is capable of casting spells in which case he may choose to target them with a spell instead.

10 Hidden Paths: Whenever the warband fights a battle in the Jungle or Lost City location, 3 warriors that may gain experience may be placed in any jungle, ruin or building terrain that is 12” from an enemy model and not in the enemy's deployment zone.

15 Fair Winds and Favorable Currents: Whenever the warband plays a battle in the Ocean/River Location it may re-roll the wind or current direction if it wishes.  The new direction may not be rerolled.

20 Live off the Land: The warband is trained to forage and travel light. After every scenario they fought in a Jungle Location, the warband counts as one size category smaller than they actually are.

25   The Spirits of the Celestial Canopy. Whenever the warband fights a battle in the Jungle or Lost City location, the warband gains D3+1 man-eating plants, which may be set up with the rest of the terrain before tablesides are picked.

35 A Time of Heroes: The warband proves to be a powerful defender of the Cathayan civilization. Knowing this the Saurus, Slith-Dan, or the Amazon, Penthesilea, joins these worthy advocates time and again to support their battle against evil. A Lizardman warband may hire Slith-Dan for a hire fee of 1 campaign point instead of the normal fee.  Amazon warbands may spend a campaign point to add +1 to the number required for Penthesilea to join them for a battle. (This means it is possible for Penthesilea to join a warband not out ranked by 50 rating points.)

40 Buried and Forgotten: At this point the warband is given a map to “Kroak's Tomb”, where four of the Artifacts of the Old Ones shall be buried. The warband may now play the “Kroak's Tomb” scenario when they get to choose a location.
In order to win the campaign all Cult of the Celestial Canopy warbands  must win that scenario. Each warband will deposit all of their artifacts within the tomb instead of looting it.  Once four artifacts are in the tomb the Cult has won the campaign.
_________________________________________________________


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 26 Jun 2012 - 12:21

The Damned Shall Burn!
The Inquisition must be ever vigilant lest weaklings and heretics will destroy the faith. Nowhere is this more obvious than the Karibbean.

Warbands: Witch Hunters, Sisters of Sigmar, and Protectorate of Sigmar may choose this objective.

Objective progress
+1 Playing a Scenario. Whenever the warband plays a scenario it gets +1 CP.

+1 Winning a Scenario. If the warband won the battle, it gets +1 CP.

D3+1 Prizes Taken. Whenever the warband forces an enemy to strike its colors or permanently captures a ship captained by any pirates, Chaotics, undead or warbands with the ‘Cult of the Celestial Canopy’ or ‘Silent Threat’ Objectives, it gets D3+1 CP. No points are earned for boats or rafts.

+D3 Establishing the Temple. The warband gets +D3 CP per temple for establishing a Temple in Port Sigmar and/or Torktuga. The bonus may only be claimed twice (once for each town).

+1 False Priest Out Of Action. The warband gets +1 CP for taking the leader or Dramatis Personae of a Chaos (Marauders of Chaos, Beastmen, Carnival of Chaos, etc.) or Undead (The Undead, Restless Dead, etc.) warband or ‘Cult of the Celestial Canopy’ warband out of action.

+1 Slain Heretic. Whenever a Hero or Dramatis Personae of any Chaos, ‘Cult of the Celestial Canopy’ or Undead warband taken out of action by the warband dies permanently after a battle the warband gets +1 CP.

+1 Foiled Prophecy. The warband gets +1 CP for every Major Artifact of the Old Ones, Chaos or Undead it can remove from the Karibbean. Note that each bonus applies only once per artifact to a maximum of four.

[Taken nearly word for word from BTB.]


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 26 Jun 2012 - 14:55

Achievements

CP Achievement
5 Cleansing Flame: The player may play the special scenario ‘Burn the Witch’ in any Town location after capturing any hero from pirate or ‘Cult of the Celestial Canopy’ warbands instead of ransoming or selling them to slavery.

10 Fearless of the Supernatural: All of the Heroes in the warband are immune to fear and all alone when facing supernatural creatures.

15 Web of Informants: The player may play the special scenarios ‘The Heist’ or ‘Hunt the Heretic’ in any Jungle, Town or Lost City location.

20 Power of the Inquisition: The Grand Inquisitor has taken notice of the warband’s successful endeavors. Willing to support his worthy servants he sends allies to aid the warband. The warband may now hire a Warrior Priest of Sigmar Hired Sword (see Town Cryer 28, page 20) and/or a Witch Hunter Hired Sword (Nemesis Crown) for a hire fee and upkeep cost of 10 gold crowns.

25 ?.
35 ?
40 ?

Not sure where this one is going. The idea is to have a group of linked scenarios that can have any opponent, but allow the player to uncover information about Bloody Bill and Mama Regina... Plus put down the Native warbands.

Scenarios include Scourge and Purge and TheEnemyWithin's modified Hidden Treasure scenario for finding the Warlock. [Hidden Warlock]


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 26 Jun 2012 - 15:08

I like what you've done. I agree that the last one is tricky and I don't have any help for you.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 26 Jun 2012 - 22:33

I lost my scenario path, but this is my final look for the Objective going in to Thursday.
Achievements

CP Achievement
5 Cleansing Flame: The player may play the special scenario ‘Burn the Witch’ in any Town location after capturing any hero from pirate or ‘Cult of the Celestial Canopy’ warbands instead of ransoming or selling them to slavery.

10 Fearless of the Supernatural: All of the Heroes in the warband are immune to fear and all alone when facing supernatural creatures.

15 Web of Informants: The player may play the special scenarios ‘The Heist’ or ‘Hunt the Heretic’ in any Jungle, Town or Lost City location.

20 Power of the Inquisition: The Grand Inquisitor has taken notice of the warband’s successful endeavors. Willing to support his worthy servants he sends allies to aid the warband. The warband may now hire a Warrior Priest of Sigmar Hired Sword (see Town Cryer 28, page 20) and/or a Witch Hunter Hired Sword (Nemesis Crown) for a hire fee and upkeep cost of 10 gold crowns.

25 Vision: The player may modify any one dice roll by +1/–1 during a battle, or alternatively during exploration.

30 Minions Defeated: The warband may now play the special scenario “Scourge and Purge” when they choose the locations Town or Lost City.

35 Protection of the Righteous. The warband gains a 5+ save against any hostile magic cast upon it (heroes and henchmen only). This includes spells with area effects and spells that affect the first model in range.

40 Confrontation of Evil. The warband may now play the “Sunken Caverns” scenario when they get to choose a location. If the warband wins the scenario they have won the campaign.

The idea is that a 'Let the Damned Burn' warband can play 'The Heist' to steal artifacts from the Cult of the Celestial Canopy (and anyone else who might get ahold of things they ought not). The warband can also 'Hunt the Heretic' to uncover Mama Regina's plots and traitors to the Colonial powers. 'Scourge and Purge' represents a thwarting of Mama's plans that leads to the Sunken Caverns and a SECRET....


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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Wed 27 Jun 2012 - 2:09

A secret. Ooh! Very Happy

Undead Harpy
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Thu 28 Jun 2012 - 7:49

Sssssshhh! Secret
__________________________________________________________________________
So I really like the idea of a Burn the Witch scenario as an option for the Inquisition in our campaign. TheEnemyWithin posted this scenario for his Book of the Dead campaign:

Round 3 Option 1: "Burn the Witch!"

Witch Hunters: "The heathen has refused to tell us what we want to know, some time under the scrutiny of holy Sigmar's purifying flames will no doubt loosen his tongue."

Undead: "The humans are planning on executing the warlock...we need what he knows."

Terrain
Starting with the defender each player takes turns placing a piece of scenery, making sure that a suitable place for execution is set up directly in the center of the table. This can be an actual stake, a building wall, tree, or anything else you can think up.

Set-Up
Place the captured model at the execution point. He or she is considered chained to whatever piece of scenery was chosen for the execution area. This model's equipment has been stripped from him or her and is considered lost. The attacker is the player who is trying to rescue the captured member of their warband, while the executioner is the player who apprehended the Warlock. The defender sets up first, and within 12" of the execution area. The attacker may then set up, dividing his or her forces among the four table edges however they wish.

Special Rules

Upon An Open Flame: At the beginning of the third turn of play, the kindling under the Warlock will catch fire and will eventually consume him. At the start of each subsequent turn, the warlock takes a hit at a gradually increasing strength starting at one and increasing by +1 each turn as the flames grow in intensity. For instance, a model who has survived the first strength 1 hit will take a strength 2 hit at the start of the next turn, followed by a strength 3 hit, then a 4, and continuing on until he succumbs to the flames. If the Warlock is ever taken Out Of Action by the flames, he caves in and screams his secrets in agony to his captors before perishing, the game is over. Defenders may obviously not at any time attempt to attack the warlock while he is still bound to the stake.

Breaking The Chains: A member of the attacking warband may attempt to break the chains of the captured warlock by charging directly next to the model. Treat this as a charge made against the chains. Hits made in close combat with the chains are made automatically. Treat them as an object with 1 wound and a toughness of 4. Once a wound is scored against them, they are considered shattered and the freed Warlock may be moved as normal. Keep in mind that the warlock has no weapons or equipment at this time. The freed Warlock may charge, be charged, move, and fight as normal.

Starting the Game
The attacker has the first turn.

Ending the Game
If one of the warbands fails their rout check, the game ends immediately.
If the attacker escorts the Warlock off the table via any table edge, they win the game. If the Warlock is successfully burnt at the stake by his or her executioners, the defenders are triumphant. If the Warlock is taken out of action after he is freed, continue the fight as normal until one-side routs.

Experience
+1 Survives: If a Hero or Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts Out Of Action.
+1 Saving the Heathen: The leader of the attacking warband that escorts the Warlock off the table gets 1+ Experience.
+1 Roasting the Heathen: The leader of the defending warband gains +1 Experience for burning the Warlock at the stake successfully.
__________________________________________________________________________
TheEnemyWithin adapted this from a scenario on Mordheimer's site. Is Mordheimer's site still there? My bookmark takes me to one of those hosting services or something, anyway not Mordheimer's.

Things that worry me about the scenario:
--No set up rules for the attacker beyond "dividing his or her forces among the four table edges however they wish." How far in can they set up? 8" or 6"? Can they use Tactician?
Since the Attacker moves first, its likely that he can charge on turn one.

--The fire doesn't start until turn 3. By that time the Defender has been under attack for 2 turns and is going to suffer a 3rd round soon. Against some warbands one side could be very near a breaking point by the 3rd turn.

--When the fire starts it is St 1. If it doesn't start until turn 3 and the warbands are in charge range from the beginning of the game, I would expect one warband or the other to rout by turn 4 at the latest.

--The Attacker sets up second and moves first. Seems like a short game.

Our campaign rules that could impact the scenario:
--Weather. A maelstrom could blow up, or rain. That would put a damper on the execution.

--Crowds. I'm thinking the Inquisition only burns you in towns. So there's always a crowd to watch, nothing like a good burning. Crowds would slow the attacker and once they panic (our crowds ALWAYS panic) the panicked crowd could mess up the defense too.

--Darkness or fog. An evening burning is quite dramatic. The Defenders would be lit by their torches and the bonfire. The attackers would have to negotiate the dark streets and the crowd.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 3 Jul 2012 - 7:53

My version of the scenario:

"Burn the Witch!"

Terrain
Starting with the defender each player takes turns placing a piece of scenery, making sure that a suitable place for execution is set up directly in the center of the table. This can be an actual stake, a ruined wall, tree, or anything else you can think up. The resulting table should resemble a city square with no buildings within 8” of the center.

Set-Up
Place the captured model at the execution point. He or she is considered chained to whatever piece of scenery was chosen for the execution area. This model's equipment has been stripped from him or her. The attacker is the player who is trying to rescue the captured member of their warband, while the executioner is the player who apprehended the Heretic. The defender sets up first, and within 12" of the execution area. The attacker may then set up, within 6” of any table edge.

Special Rules
Put to the Question: The prisoner has been starved, beaten and tortured. For the game it counts as WS 2, BS 0, W1 and A1. All its other stats remain unchanged.

Upon An Open Flame: Each of the Defender’s Heroes begins the game equipped with a torch. At the beginning of the first Defender turn, any Defending Hero in base-to-base contact with the pyre or the victim automatically ignites the kindling under the Heretic on fire*. At the end of the Defenders first turn the prisoner suffers a strength 1 hit from the flames. At the start of each subsequent turn, the Heretic takes a hit at a gradually increasing strength starting at one and increasing by +1 each turn as the flames grow in intensity. For instance, a model who has survived the first strength 1 hit will take a strength 2 hit at the start of the next turn, followed by a strength 3 hit, then a 4, and continuing on until he succumbs to the flames. If the Accused is ever taken Out Of Action by the flames, the game is over. Defenders may obviously not at any time attempt to attack the Heretic while he is still bound to the stake.

Breaking The Chains: A member of the attacking warband may attempt to break the chains of the captured Heretic by charging directly next to the model. Treat this as a charge made against the chains. However, since a fire surrounds the chains, the model must pass a fear test as though it were charging a fear-causing enemy. In close combat the chains are hit automatically. Treat them as an object with 1 wound and a toughness of 4. Once a wound is scored against them, they are considered shattered and the freed Heretic may be moved as normal. Keep in mind that the Heretic has no weapons or equipment at this time. The freed Heretic may charge, be charged, move, and fight as normal.


Starting the Game
The attacker has the first turn.

Ending the Game
If one of the warbands fails their rout check, the game ends immediately.
If the attacker escorts the Heretic off the table via any table edge, they win the game. If the Heretic is successfully burnt at the stake by his or her executioners, the defenders are triumphant. If the Heretic is taken out of action after he is freed, continue the fight as normal until one-side routs.

Experience
+1 Survives: If a Hero or Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts Out Of Action.
+1 Saving the Heathen: The leader of the attacking warband that escorts the Heretic off the table gets 1+ Experience.
+1 Roasting the Heathen: The leader of the defending warband gains +1 Experience for burning the Heretic at the stake successfully.

*The weather may affect starting the fire.
-A maelstrom will extinguish all fires (the torches will have to be re-lit after the storm passes.)
-A Rainstorm will subtract one from the possibility of igniting a fire, (the kindling will catch on a 2+ instead of automatically.)
-Heavy Rain will subtract 2 from the possibility of igniting a fire, (the kindling will catch on a 3+ instead of automatically.)
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 28 Aug 2012 - 4:12

I promised to give my 50 cent on your objective take and here we go

The Damned Shall Burn!

I don't know if this is on purpose, but it seems that the Price taken progress, is different from the The Monarch of the Seas progress.?

I love the way you've incoorperated special scenarioes for warband specific battles - I think I'll think about this in my campaign ideas because it really creates flavour for a campaign! Especially the story telling part when two opposing warbands take battle. THIS I would love to partake!
How about using the sacrifice scenario (available in one of the TC's) when fighting chaos warbands, this could be loads of fun!
When I think of it, it could be cool, to have more scenarios to trigger when specific warbands meet. Ie dwarves and elves meet (mortal enemies) meet in an erridication event, where the objective is to totally mutelate eachother! I think I'd better go in the thinking box for such scenarioes!

In regards to the achievements, it's hard for me to imagine how much movement at seas would benefit, since I've not read the rules for high seas battle and such, but it does sound like solid rulings, and seems balanced campaign point vise. Will you be having an area map to be able to rule on jungle / lost city terrain?

Looking forwards to battle reports and the like of this campaign, it sounds like loads of fun!
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 28 Aug 2012 - 5:21

Thanks so much for taking the time to reply.

Battle reports are easy--of sorts anyway:

http://boringmordheimforum.forumieren.com/t6602-karibbean-moonrise-the-revenge-of-bloody-bill

Gotta get ready for work, but I'll answer the rest later.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Tue 28 Aug 2012 - 20:59

Quote :
The Damned Shall Burn!
I don't know if this is on purpose, but it seems that the Price taken progress, is different from the The Monarch of the Seas progress.?
Not sure what you mean here?

Quote :
How about using the sacrifice scenario (available in one of the TC's) when fighting chaos warbands, this could be loads of fun!
I agree I should have included it for the Lizards and Amazons. Next time. There are a bunch of senarios that I wish I would have included or included in different ways now that I see how things are working out.

Quote :
In regards to the achievements, it's hard for me to imagine how much movement at seas would benefit, since I've not read the rules for high seas battle and such, but it does sound like solid rulings, and seems balanced campaign point vise. Will you be having an area map to be able to rule on jungle / lost city terrain?
The +1 movement is pretty helpful if your are sailing against the wind on the seas or against the current on a river and isn't too shabby when the wind or current are in your favor either.

Maps--winning battles in a location is important, but there is no control of a location per se.
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Wed 29 Aug 2012 - 10:08

Von Kurst wrote:
Quote :
The Damned Shall Burn!
I don't know if this is on purpose, but it seems that the Price taken progress, is different from the The Monarch of the Seas progress.?
Not sure what you mean here?
It seems that you have several of the objectives are sharing the same mean to generate CP. Example the
The Damned Shall Burn! objectives "price taken" is different from The Monarch of the Seas objective. or is this intended? Hope I clarified the question Smile
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PostSubject: Re: Pyrates of the Karribean---Warband Objectives   Wed 29 Aug 2012 - 19:04

I see. Yes I wanted every objective path to share common motivations to find the Lost City and fight ship to ship duels. I need to work on how that works a bit more, especially for the pirates who should have a scenario attached to their objective besides burning the Governor's Mansion.

I had played around with having different values for taking prizes, but I changed it to make it easier on the players. (Everyone gains D3+1 for capturing a ship). The random number has meant record keeping suffers. We're not good at record keeping.
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