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 Adaptation of the campaign system from BTB for Mordheim

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Goglutin
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PostSubject: Adaptation of the campaign system from BTB for Mordheim   Mon 15 Jul 2013 - 4:30

So here is the PDF.

https://docs.google.com/file/d/0BxEHFxKBRf5VQVBLa21ZZHhRQUk/edit?usp=sharing

So go on and comment...

THX


PS: The scenarios arent written yet.
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Von Kurst
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Mon 15 Jul 2013 - 17:40

A couple of suggestions:

Quote :
Buy in pack

I expect you meant 'buy in bulk,' or 'quantity'. 'Pack' can refer to more than one of something as in a six-pack of beer, a pack of cigarettes or a pack of beaver pelts, but it is not the common term for the concept you are describing. One does not buy a pack of bullets or a pack of swords for example.

Quote :
borrowing them money

The correct term is 'lending them money'. A shylock is a money lender, not a person who owes others money.

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Goglutin
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Tue 16 Jul 2013 - 1:34

Hey thanks...

I'm french and sometimes I do that kind of mistakes...I'm good but far from perfect...

And what do you think of the adaptation?
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Captain Ludwig of Altdorf
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Tue 16 Jul 2013 - 5:17

I like it. Looking forward to seeing the scenarios.
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Von Kurst
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Tue 16 Jul 2013 - 14:11

For Honour and Glory
Maximum Leadership increased by 2. Since most 'good' warbands have a higher Ld characteristic to begin with this is not necessarily a good achievement.

Mordheim and Warhammer cap Ld at 10 which means you can always fail on an 11 or 12. Balance wise this is good for your enemies in that you can be forced to flee and its good for players who find themselves stuck in scenarios they can not win, but are not allowed to rout from either. Nothing is worse than playing halflings against a tough close combat warband in a no voluntary rout scenario, unless its playing Ld 10 dwarves with goblins and finding out the bastards won't rout because they are really Ld 12.
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Tue 16 Jul 2013 - 16:11

@ Captain Ludwig

Im currently writing the scenarios and will share them as soon as I finished them all. However like the other stuff they will not be play-tested yet...


@Von Kurst

I see what you mean here and you are quite right... Maybe giving a single +1 LD to all henchmen under his leadership ability range would be a good ''option'' instead of this.

If you have any other ideas feel free to share...

Did you also see some ''balance'' problems or things that clearly do not fit...???


Thx for your comments, its greatly appreciated.
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Wed 17 Jul 2013 - 22:22

Its too much to get through all at once for me. I will say that I like the loss of campaign points included in the objectives.
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Fri 17 Jan 2014 - 6:17

Here are the 3 first ending scenarios. Feel free to comments guys !!

The Vault


Now that you are rich enough, you are preparing to leave Mordheim to live a full retreat. However, rumours have spread and other warbands seek your loot. Wisely, you have hidden your stuff in a safe place ... until now. Be prepared to defend your hard earned money before you quit definitively.

TERRAIN :

Place a big building in the center of the map, this one is where the defender has placed his loot. Put a chest inside or aside the building to represent the loot. The rest of the map doesn't matter.

WARBANDS :

For this battle, the defender have 1D6 free guard dog, zombie, giant rat (or anything that could fit the warband that could be agreed). They do not count on the warband maximum neither they count for rout tests.

The defender now place all his warriors within 10'' and nominate one enemy warband he faced during the campaign. The nominated warband player now choose another warband that participated in the campaign to act as another protagonist. Those two warbands are the attackers. Tough they are both attacking with the same goal, they aren't allied as everyone wants the money for himself. The first attacker deploys on any one side of the table within 4'' of the edge. Then the second one do the same.

SPECIAL RULES:

The defenders cannot be forced to rout. They can however leave the game under the normal rules.

The chest is very heavy and cannot be moved but it can can be looted by enemy warbands under those special condition :

1 - You have a warrior (not animals, brainless undeads, spawns or demons!) in base contact with the chest that is not knocked down, stunned, hidden or in close combat.

2 - The warrior, instead of moving or shooting choose to loot the chest of a part of its contain. This happens during the shooting phase.

3 - Only one warrior per warband can loot per turn.

Roll D6

1 You trigger one of the many traps that protect the chest as you search for valuables, the warrior take a single STR 4 hit without armour save.

2-3 You grab a handful of crown and put it in your pocket. Roll 3d6 and add this amount of gold to your roster. Remove it from the total money from the defending warband stash.

4-5 You grab an object of value that can be sold 5D6 gold pieces after the battle if this warrior do not search for rare items. . Remove it from the total money from the defending warband stash.


6 You spot a glittering gem in the chest and quickly put it in your pocket it will count as D3 wyrdstones in the post-battle sequence. It doesn't count in the defending warband stash so do not remove it any money.

STARTING THE GAME:

The first attacker have the first turn, followed by the defender then the second attacker at last.

ENDING THE GAME:

When the game ends, the stash of the defending warband is run over by a gang of fellow lowly servants that runs away with what is left of the stash and give it back to the defenders.

Keep track of the total money looted from the chest. If at the end of any turn, 100 GP or more have been looted the game ends and the attacker with the most loot wins the game.

If the defender voluntary rout, each attacker get a free roll on the stash loot table (re-rolling the trap result) then the game ends. The attacker with the most loot wins the game.

If the defenders manage to keep the stash safe (no looting at all) for 8 FULL turns they win the game (and the campaign).

If both attackers rout, the defenders win the game and the campaign.
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Fri 17 Jan 2014 - 6:17

The Glorious day


You are renowned through Mordheim as the greatest evil hunters of all times. Many of your comrades fell aside you and you remember their names as you will, for your dramatic final, assault the safe place of your worst enemy. Today is the day ; the day you will die with pride or live with honour...

TERRAIN :

Place a building in the center of the map, this is the keep of your enemy. The rest of the map does not matter.


WARBANDS :

The warband with for honour and glory as a campaign objective is the attacker. The antagonist is the opponent warband with the higher warband rating.

The defender place all his warriors anywhere on the table but at least 12'' from any table edge. Then the attacker deploy on any one edge within 8''.


SPECIAL RULES:

The defender get a +1 to all rout test.


STARTING THE GAME:

The attacker gets the first turn.


ENDING THE GAME:

The glorious day is double edged scenario for the attacker. He can wins by two ways.

1- He manage to rout out the enemy.

2 - All his warriors are put OOA, none of them fled the table and he never missed a rout test (of course).

The defender wins if he manages to rout out his enemy.













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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Fri 17 Jan 2014 - 6:18

The holy day


At Last, you captured an epitome of evil. You have to purify him, but the task is not easy. It take times, resources and devotion. As you draw the ward circle and chant the purifying prayers you can hear his fellows coming to free him... Will you be fast enough !


TERRAIN :

Place a 5'' diameter circle in the center of the table. This represent the purifying wards circle. The rest of the map does not matter.


WARBANDS :

The warband with the BURN! BURN! BURN! objective is the defender. Now, select one the following warbands by rolling a dice:

1-3 : Your chosen enemy
4-5 : In order of priority : The possessed, Marauders of chaos, skavens, dark elves. (if none is available treat the roll as a 6)
6 : Roll random in your opponents during the campaign.

The defender then place all his warriors within 6'' of the summoning circle. If a spell caster or a priest (a hired sword can do the job!) is in the warband he will act as the ''purifier'', if there is no spellcaster then the leader is the purifier.

The purifier must be placed within the purifying circle.

Now, from the warband of your selected enemy, roll a random hero that will act as the ''Poor soul''. This one is place in the center of the purifying circle. If its the leader, the controller can force a re-roll, but the second result stands.

The rest of the attacker warband is paced within 8'' any one edge.

SPECIAL RULES:

The purifier and the poor soul will not act for the whole battle. The poor soul cannot be attacked but the purifier can be attacked. He will defend as normal as long he is in close combat and cast spells but will return to the purifying ritual as soon as possible.

The Purifying wards circle is painful to any chaotic creature that enters it (be clear between you and your opponent to select what is chaotic or not). If a chaotic creature starts his turn within the circle it will unable to shoot, charge or cast spell during this turn. However it will act as normal if attacked in close combat.

The objective of the attacker is to free the ''Poor soul''. To free the poor soul a warrior have to be in base contact with him at the start of his turn. He will then be able to move the poor soul out of the circle toward a table edge ( treat the poor soul as an object that can be drawn by one warrior (no running) or two warriors (running allowed), large creatures count as two).


STARTING THE GAME:

The attacker have the first turn.

ENDING THE GAME:

The game ends when one of the warband rout out. If the defender wins, he win the campaign.

The game also ends if the ''poor soul'' is drawn off the table. In this case, the attacker wins.

Keep track of the number of turn the purifier can act ''freely''. If he can act 5 full turn the defender wins. A knocked down, stunned, or engaged in close combat purifier does not count as ''free''.
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Von Kurst
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Sat 18 Jan 2014 - 7:58

Good to see more progress on the project. thumbsup 

The Holy Day
Quote :
The rest of the map does not matter.

I think you could find a better sentence than this to cover the terrain set up. The rest of the map DOES matter to how enjoyable the game might or might not be.
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Goglutin
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Sat 18 Jan 2014 - 8:08

LOL...

I'll check that ... maybe something like '' The rest of the map could be as you see fits.'' would be better !?
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Sat 18 Jan 2014 - 8:24

Yes. It is also traditional to comment on the size of the table you envision the game taking place on. A 4'x4' table is standard.
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PostSubject: Re: Adaptation of the campaign system from BTB for Mordheim   Sun 19 Jan 2014 - 14:13

Here is the updated PDF.

Go on with your comments Von Kurst, your opinion is greatly appreciated.

https://drive.google.com/file/d/0BxEHFxKBRf5VQjRGUW90ekROUlU/edit?usp=sharing
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