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 To Be A Pirate King--A Sartosan Campaign Variant

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Von Kurst
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PostSubject: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 26 Jan 2011 - 21:43

I have been a great fan of Locales since the publishing of the Relics of the Crusades campaign on the Specialist Game forums. When I discovered the Sartosa campaign setting by StyrofoamKing I decided to apply the concepts of on-line campaigns to a Sartosa campaign.
The plot is that the current Pirate King is dead. Rival factions vie for control of the island. Each player in the campaign represents a Pirate Lord. As the players play games in the campaign they accumulate Battle Points which are applied to the control of locations.

The Locations, their specific scenario lists and special rules are listed below.

Locales: Cities and Towns
Sartosa, Roba, Vercuso, Beffardo & Senelite.

Type:  Port town
Day: Apply the following rules: Crowded
Night: Darkness. 
Die roll (2d6)  Port town scenario list

2   Your choice of scenarios 3 through 11.
3   The Long Pier (Street Fight Variant)
4   The Great Gun
5   Down on the Docks
6   Press Gang
7   Skirmish
8   Breakthrough*
9   Chance Encounter**
10   Last Orders
11   Defend the Find
12   Your choice of scenarios 3 through 11
                *Breakthrough variant-“Sneaking In/Out of Town”
                  **Chance Encounter variant
                  Roll D6 1-3 “Guards! Guards!”
                         4-6 “Fancy Meetin’ YOU ‘ere!” 

Crowded.  “Masses of people pass through the streets and so fighting is much harder in these conditions.  All movement on ground level is counted as difficult terrain.  Also, every warrior on ground level is counted as being in (soft) cover from any other warrior on ground level while the crowd remains.  Line of sight is reduced to 2D6” between warriors on ground level, roll at the beginning of a player’s turn. After the first attack of the battle against a target on ground level, the crowd will attempt to escape the inevitable carnage.  For 1D6 turns the crowd stampedes through the streets.  At the beginning of the turns during which the crowd is stampeding, each warrior on ground level must take a toughness test or be Knocked Down.  After the stampede the crowd disperses and it has no further effect on the scenario.”  RotC, p. 12. 

Trading in Port Towns.
Sartosa Island’s ports are stocked with the loot of the Old World.  All equipment on the campaign list is available here.  Heroes and Henchmen may be recruited as normal, as may Hired Swords and Dramatis Personae. 

Trading in the Port of Sartosa. 
Any non-human warband except Undead may add +1 to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or race specific Hired Sword. 

Controlling the Port of Sartosa.
The warband that controls the Port of Sartosa may add +2 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae. 

Trading in the Port of Roba. 
Sartosan pirates may add +2 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here. 

Controlling the Port of Roba.
The warband that controls the Port of Roba may add +1 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae. 

Trading in the Port of Vercuso. 
Bretonnian pirates may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here. 

Controlling the Port of Vercuso.
The warband that controls the Port of Roba may add +1 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae. 

Trading in the Port of Beffardo. 
Estalian pirates may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here. 

Controlling the Port of Beffardo.
The warband that controls the Port of Beffardo may add +1 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae. 

Trading in the Port of Senelite. 
Wasteland pirates may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here. 

Controlling the Port of Senelite.
The warband that controls the Port of Senelite gains 3D6 gc in each Exploration phase from docking fees charged by the port.

Caprio, Ragil
Type:  Inland town
Day: Apply the following rules: Crowded!
Night: Darkness 

Die roll (2d6)  Inland Town scenario list
2   Your choice of scenarios 3 through 11.
3   Street Fight
4   Chance Encounter (as above)
5   Gunpowder Plot
6   Sirrah, you lie!
7   Skirmish.
8   Press Gang
9   Breakthrough (as above)
10   Last Orders
11   Knives in the Dark*
12   Your choice of scenarios 3 through 11
                *The scenario must be played with the Darkness rules. 
 
Crowded.  “Masses of people pass through the streets and so fighting is much harder in these conditions.  All movement on ground level is counted as difficult terrain.  Also, every warrior on ground level is counted as being in (soft) cover from any other warrior on ground level while the crowd remains.  Line of sight is reduced to 2D6” between warriors on ground level, roll at the beginning of a player’s turn. After the first attack of the battle against a target on ground level, the crowd will attempt to escape the inevitable carnage.  For 1D6 turns the crowd stampedes through the streets.  At the beginning of the turns during which the crowd is stampeding, each warrior on ground level must take a toughness test or be Knocked Down.  After the stampede the crowd disperses and it has no further effect on the scenario.”  RotC, p. 12. 

Trading in Inland Towns.
Sartosa Island’s inland towns are less well stocked with the loot.  Rare equipment with a finding value above 10 may not be found in their market places.  Heroes and Henchmen may be recruited as normal, as may Hired Swords and Dramatis Personae. 

Trading in the Town of Caprio. 
See above. 

Controlling the Town of Caprio. 
The warband that controls the Town of Caprio may add +1 to any rolls for determining who sets up first in a scenario and who has the first turn (if allowed by the scenario). 

Trading in the Town of Ragil.
See Trading in Inland Towns. 

Controlling the Town of Ragil.
The warband that controls the Town of Ragil will be well supplied with food.  It always counts as one size smaller for the purposes of selling cargo. 

Ossonmunte
Type:  Outlaw town
Day: Apply the following rules: Unwanted Company
Night: Darkness, Unwanted Company
Bestiary: 1-Nothing. 2-Dog Pack. 3-Press Gang.  4-Rowdy Drunks.  5-Unhinged Sentry 6-Ghost Captain.
(See Sartosa Random Encounters) 

Die roll (2d6)  Town of Ossomunte scenario list
2   Your choice of scenarios 3 through 11.
3   Assassins!
4   The Eaters of the Dead*
5   Bodyguards
6   Press Gang!
7   Last Orders
8   Dark Ritual*
9   Knives in the Dark*
10   Protect the Prince**
11   X Marks the Spot (Hidden Treasure variant)
12   Your choice of scenarios 3 through 11
                  *The scenario must be played with the Darkness rules.
**The scenario is set in the streets of the town not in the countryside. 

Unwanted Company. At the start of each player turn roll a D6.*  On a roll of a 1 some Unwanted Company has wandered into the battle. Roll a d6 and consult the Bestiary table above.  Any Unwanted Company should be set up near the center of a random board EDGE determined as per the Surprise Attack scenario in the main rules.  Once the table edge is determined, players should take turns placing models, roll off for any odd models.  All models of a group of Unwanted Compay should be placed within 3 inches of each other. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn.  Unwanted Company will move toward the nearest enemy model it can see.  If no enemy is visible the models will move toward the opposite table edge by the most direct route. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice.  Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase.  Unwanted Company never make rout tests.

Only one Unwanted Company event happens per game, so there is no need to roll again after the first roll of a 1. 

*The following scenarios DO NOT roll for Unwanted Company:  Eaters of the Dead and Last Orders. 

Trading in Ossumunte.
Ossomunte is home to the most desperate of outlaws, as such trade does not flourish there.  Rare equipment with a finding value above 8 may not be found in their market places.  Khorne warbands may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment Henchman, Hero or human Hired Sword purchased or hired at the town. Other warbands Heroes and Henchmen may be recruited as normal, as may Hired Swords, but of the Dramatis Personae only Kromwell the Blackhearted ever ventures here. 

Controlling the Town of Ossumunte. 
The warband that controls the Town of Ossumunte may hire an Imperial Assassin, Dark Elf Assassin or Crimashin for his upkeep fee not his Hire fee.  Upkeep will be charged as normal thereafter.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 26 Jan 2011 - 21:51

The Slayer Hold & Caragio
Type:  Dwarf Port & Allied town
Day: Apply the following rules: Crowded, Banned
Night: Darkness 

Die roll (2d6)  Dwarf Port Scenario
2   Your choice of scenarios 3 through 11.
3   Here There Be Monsters
4   The Great Gun
5   Down on the Docks
6   Press Gang
7   Skirmish
8   Breakthrough
9   Chance Encounter
10   Last Orders
11   The Engineer’s Workshop
12   Your choice of scenarios 3 through 11  

Crowded.  “Masses of people pass through the streets and so fighting is much harder in these conditions.  All movement on ground level is counted as difficult terrain.  Also, every warrior on ground level is counted as being in (soft) cover from any other warrior on ground level while the crowd remains.  Line of sight is reduced to 2D6” between warriors on ground level, roll at the beginning of a player’s turn. After the first attack of the battle against a target on ground level, the crowd will attempt to escape the inevitable carnage.  For 1D6 turns the crowd stampedes through the streets.  At the beginning of the turns during which the crowd is stampeding, each warrior on ground level must take a toughness test or be Knocked Down.  After the stampede the crowd disperses and it has no further effect on the scenario.”  RotC, p. 12. 

Barred. Orcs, Goblins, Skaven, Undead and Chaos worshipper are not tolerated in the Slayer Port or Caragio.  At the start of the first Barred player turn roll a D6.  The result is the number of turns it will take for D3 outraged Troll Slayers to make their way to this part of town.  The Slayers will enter on the appointed turn as per the rules from Surprise Attack.  They will always move toward the nearest Barred model, no line of sight is needed. The Troll Slayers will charge a Barred model if in range.  They will ignore the other warband(s) unless attacked by them. The Slayers will remain until the Barred warband has routed or the Slayers are all OOA. 

Troll Slayer.  See main rule book: Hired Swords. 

Trading in Port Towns.
Sartosa Island’s ports are stocked with the loot of the Old World.  All equipment on the campaign list is available here.  Heroes and Henchmen may be recruited as normal, as may Hired Swords and Dramatis Personae. (With the exception of Elves or Greenskins, see below.) 

Trading in the Slayer Port & Caragio. 
Any Dwarf warband may add +2 to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or race specific Hired Sword.  Any Greenskin or Elven warband will find such items and Hired Swords unavailable. 

Controlling the Slayer Port.
The warband that controls the Slayer Port receives 1D6 Grog during every Exploration phase.  On a roll of 1 the warband receives 1D3 Bugman’s Ale instead.  Also the warband may hire a Dwarf Trollslayer for his Upkeep fee not his Hire fee.  The Trollslayer will require the usual Upkeep fee thereafter. 

The Haunted Harbor of Vermunte
Type:  Port town
Day: Apply the following rules: Unwanted Company, Stormy Weather
Night: Darkness, Stormy Weather, Unwanted Company.
Bestiary: 1-Nothing. 2-D3 vermin swarms. 3-2D3 Thieves.  4-D6 Skeleton Pirates.  5-Djinn. 6-Ghost Captain. 

Die roll (2d6)  Port town scenario list
2   Your choice of scenarios 3 through 11.
3   The Long Pier (Street Fight Variant)
4   Cry of the Banshee***
5   Down on the Docks
6   X Marks the Spot (Hidden Treasure Variant)
7   Skirmish
8   Breakthrough*
9   The Pool**
10   Dark Ritual***
11   Fell Cargo***
12   Your choice of scenarios 3 through 11
                  *Breakthrough variant-“Sneaking In/Out of Town”
                  **Slippery Jack variant
                  ***The scenario always takes place at night. 

Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company.  Roll a d6 and consult the Bestiary table above.  Any Unwanted Company should be set up within 6 inches of the center of the table.*  Players should take turns placing models, roll off for any odd models.  Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn.  Unwanted Company will move toward the nearest enemy model it can see.  If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice.  Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase.  Unwanted Company never make rout tests.

Stormy Weather. Vermunte’s weather is particularly foul, roll twice on the Weather Table and apply the worst result.  (In this case ‘worst’ is defined as the result with the most modifiers.)  In addition at the beginning of the 4th game turn, roll a D6.  On a roll of a 6 the weather has possibly changed, roll twice on the Weather Table again and apply the worst result as above.  If the D6 roll is 1-5 the weather remains the same, but at the beginning of the 5th turn it will change on a roll of 5+.  On the 6th turn if it has not yet changed it will change on a roll of 4+, etc. 

Trading in the Haunted Port.
Sartosa Island’s ports are stocked with the loot of the Old World.  All equipment on the campaign list is available here. Heroes and Henchmen may be recruited as normal, as may Hired Swords.  However of the Dramatis Personae available only Jeremiah Bane calls in this port. Undead warbands of any type may add +2 to to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or any Hired Sword or Dramatis Personae’s Hire fee. 

Controlling the Haunted Port.
The warband that controls the Haunted Port is used to dealing with the bizarre and the supernatural. All Heroes become immune to Fear.  In addition the fell reputation of the place means that the warband gains +2 to finding all rare items and will pay 2d6 less for them.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeThu 27 Jan 2011 - 6:19

Quote :
Cool- that's a start, but if you can, what is the point system? Win/Lose/Draw?  Are locations and opponents chosen or random? Can you control more than one location at a time?  Is the end of the campaign "triggered" by a player getting a certain number of locations, or does the ending have no correlation?  Is there a set "winner"?
Battle Points--Battle Points(BPs) are gained by playing scenarios at a location. A win is worth 3 BP, a draw is worth 2 BP and a loss is worth 1 BP. (These values are borrowed from the Warpath's Animosity campaigns and WbK's Sartosa campaigns.)

Controlling a location--A warband must accumulate 12 Battle Points at a location to control it. If 2 warbands each have 12 then no warband controls the location. If one warband has 13 and another 12, the location is controlled by the warband with the highest number of BP.

Opponents and Locations--We draw colored dice from a cup to determine the first parings of a night. After that winners play winners and losers play losers. Originally locations were chosen by the lowest rated warband. After we played this campaign once we changed to rolling off between opponents if players could not agree on a location to fight over. Otherwise higher warband ratings meant you could not focus on gaining BPs in a location.

Controlling more than one location--Yes.

Ending the campaign--we play 14 week campaigns and then totaled the number of locations controlled and the BPs earned.

The winner was the player with the highest total. For example one player gained control of the Osso Hills while losing almost all of his games there. But he fought enough different players that he had the highest total of BPs in the Hills. But because he had so many losses his BP/Control total was lower than most other players.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeTue 1 Feb 2011 - 2:11

Last Question: is there still a 50% chance of rolling on the Jungle/Island sceanrios, and 50% a city town, or is all of the games fought in the cities? If not, could the "jungles/archipegios" be a locale?

EDIT -

Finally got a chance to go over it with a fine tooth comb. Really neat stuff. Few more things:

Ossomunte: Makes sense to grant bonuses to Greenskins too, yes? Even if they don't have a "pirate" locale per se.

Caragio: The only town that doesn't have special rules. Becuase they are loosely tied in to whaling, what if they were tied into such items? You know, Norlander Nets, Whalebone Charms, Lanterns (oil). If you control it, you may hire a Leviathan Hunter for only upkeep fee. Ideas on how to expand?

Also, I think the Elves are the only ones without a bonus.

Engineer's Workshop: Don't recgonize that one. Another of yours?

Assassins: ditto.
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Von Kurst
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 2 Feb 2011 - 6:02

Jungle/Island--We have alternated between Towns and Cities one week and Wilderness/Islands the next. We don't have all of our stuff at the store we play at so we bring one set of scenery one week and the other the next.

Wilderness, Cavern and Sea Scenarios

Osso Hills
Type: Wilderness
Day: Apply the following rules: Unwanted Company
Night: Darkness, Dangerous Ground, Unwanted Company
Bestiary: 1-Nothing. 2-D6 Wolves. 3-D6 Goblins. 4-D6 Orcs. 5-D6 Ghouls
6-Orc pirate and Goblin swabbie.

Die roll (2d6) Wilderness scenario list
2 Your choice of scenarios 3 through 11.
3 Dark Ritual*
4 X Marks the Spot (Hidden Treasure)
5 The Hermit
6 Wolf Hunt**
7 Skirmish
8 The Frenzied Mob**
9 Chance Encounter
10 Protect the Prince
11 Mule Train
12 Your choice of scenarios 3 through 11
*The scenario must be played with the Darkness rules.
**Do not roll for Unwanted Company for these scenarios.

Wilderness Special Rules:
Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up within 6 inches of the center of the table.* Players should take turns placing models, roll off for any odd models. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never make rout tests.

*The Hermit and Dark Ritual already have Non-player forces set up in the middle of the table. In these scenarios the Unwanted Company is assumed to be guarding the Hermit’s lair or the Necromancer’s altar, (although in the case of the Hermit the Hermit may end up fighting his erstwhile guards if he allies with a warband.)


Dangerous Ground. In the uncertain light of the moon any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)

Trading in the Wilderness.
Warbands may only buy common items from the peddlers in the Wilderness. They may also recruit Henchmen and Heroes as normal, but will encounter no Hired Swords or Dramatis Personae. Orc and Goblin Warbands may deduct 2D6 gc from the cost of any Henchman or Hero recruited here.

The Cave of the Damned
Type: Labyrinth, Underground
Night: (It is always night in the caverns.) Darkness, Dangerous Ground, Unwanted Company
Bestiary: 1-Nothing. 2-D3 vermin swarms. 3-2D3 Ghouls. 4-D6 Skeleton Pirates. 5-Djinn.
6-Ghost Captain.

Die roll (2d6) Cavern Scenario
2 Your choice of scenarios 3 through 11.
3 Dem Bones
4 The Pool
5 The Lost Mines*
6 Chance Encounter
7 Treasure Hunt (Wyrdstone Hunt)
8 X Marks the Spot
9 Here There Be Monsters*
10 The Temple of Doom
11 The Nameless Horror*
12 Your choice of scenarios 3 through 11.
*Do not roll for Unwanted Company for these scenarios.


Cavern Special Rules:
Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up within 6 inches of the center of the table. Players should take turns placing models, roll off for any odd models. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never make rout tests.

*Some scenarios already have Non-player antagonists do not roll for additional Unwanted Company when playing these scenarios.

Vermin Swarms
Profile
M WS BS S T W I A L
4 3 0 2 2 3 1 3 10
Special: Tiny, Swarm. Weapons and armor: Fang and claw.
“Tiny. Vermin swarms will get into any nook or cranny and so their attacks ignore armor saves.

Dangerous Ground. In the darkness of the caverns any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)
Trading in the Caves.
Warbands may only buy common items. They may also recruit Henchmen and Heroes as normal, but will encounter no Hired Swords or Dramatis Personae.

The Skull Sands, The Pirate Current
Type: Ocean and lesser islands
Day: Apply the following rules: Warhammer Ahoy!, Boats and rafts
Night: Darkness, Warhammer Ahoy!, Boats and rafts

Die roll (2d6) Ocean/Islands Scenario
2 Your choice of any islands scenario.
3 The Dragon’s Teeth*
4 The Lustrian Treasure Ship*
5 X Marks the Spot (Hidden Treasure Variant)
6 Island Hopping (Lustria)**
7 Duel on the High Seas*
8 Deadly Channel (Chance Encounter)**
9 The Frenzied Mob
10 Life’s a Beach
11 Wrecking*
12 Your choice of any islands scenario.
*Both players must use their ships for the scenario.
**My version with boats/rafts and crocodiles

Ocean/Islands Special Rules:
Crocodiles.
• Setup. D3 Crocodiles (or the number specified by the scenario) are placed before the warbands set up. Players should take turns placing the crocs rolling off for any odd models. Crocodiles should be placed no further than 2” from a water feature or 12” from the center of the game table and at least 6” from each other.
• Activation. Crocodiles will not move or attack unless a model moves within 8 inches (on land or in the water), a model falls into the water, a blackpowder weapon is fired within 24”, a boat capsizes or sinks, or the crocodile is attacked in any way.
• Actions. Crocodiles will enter the water if any of the above conditions are met, with the exception of an attack. The crocodile will stand and fight if charged. If it is shot at or attacked by magic it will move toward the direction of the attack (especially if it can see the shooter or magician.) The crocodile always moves 2D6.
• Aquatic. The crocodile will stay in the water if it can. It will attack a knocked down or stunned model that is within 2 inches of the water if it can reach it. In the water it will move toward the nearest model (warrior or boat) in the water. If a croc has a choice between a single model and a boat, it will take the single model. A croc will attack the boat’s hull on a roll of 1-4, on a roll of 5+ it will attack the nearest occupant of the boat
• Food. If a crocodile takes a model Out of Action it will drag the model into the water on its next movement phase. If the crocodile is taken OOA before it can drag the model under, the model is just considered OOA. If a crocodile takes it, a henchman is considered killed and should be stricken from the warband roster. A hero must roll a D6 on a 4+ it rolls on the injury table as normal. A 1-3 result means the hero is dead.

Boats and Rafts.
Generally the availability of boats or Rafts for a scenario will be stated in the scenario rules. If a number is not given in the scenario (Chance Encounter), the warbands may always start with one free boat or raft (player’s choice). A player may also field any boats or rafts the warband owns. This includes the ship’s boat that is included with the ship each warband is assigned at start of the campaign.
For scenarios that do not include ships use the rules for boats from TC #24.

Ships.
At the start of the campaign each warband is assumed to own a Warhammer Ahoy! Medium Class ship.
Each ship comes with 2 light cannon. St 7/D3 wounds per wounding hit/T7/3W/Range: 36”. 2 gunners* serve each cannon. These gunners do not need to be purchased as part of the warband. They never leave the ship except during boarding actions. They never gain experience, but they may be pressed if taken OOA and must be replaced if lost or the cannon will be undermanned in the next battle. Cannon which suffer a gun destroyed result are considered replaced/repaired in time for the next game.
The ship also comes with a small boat. This boat follows the rules for boats given in the Sartosa rules pack. The ship’s boat may be used in any scenario that includes small boats as an option.
*Non-human warbands receive either human captives/allies that man the guns or goblins, thunderers. Etc.

Trading in the Islands.
Warbands may only buy common items. They may also recruit Henchmen and Heroes as normal, but will encounter no Hired Swords or Dramatis Personae.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 2 Feb 2011 - 6:21


StyrofoamKing wrote:

Ossomunte: Makes sense to grant bonuses to Greenskins too, yes? Even if they don't have a "pirate" locale per se.
Oh yeah, we added that in the next campaign...perhaps I played Greenskins then. Smile

StyrofoamKing wrote:
Caragio: The only town that doesn't have special rules. Becuase they are loosely tied in to whaling, what if they were tied into such items? You know, Norlander Nets, Whalebone Charms, Lanterns (oil). If you control it, you may hire a Leviathan Hunter for only upkeep fee. Ideas on how to expand?

Also, I think the Elves are the only ones without a bonus.
Good ideas. I just lumped it in with the Dwarfs to keep the number of scenario lists down.
Maybe a special boat? An advantage in the Monster Hunt scenario?

@elves--That's cause I hate elves and they won this campaign the first time we played it! (I think they get a bonus in Sartosa-town.)

StyrofoamKing wrote:
Engineer's Workshop: Don't recgonize that one. Another of yours?

Assassins: ditto.

Engineer's Workshop is a variant of The Wizard's Mansion done by the Karak Azul folks. I don't know if their site is still active but I have a copy.

Assassins! Origianal scenario by Bill Strip,
as appeared in Ye Mordheim Legends Gazette

I can't find my link.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 2 Feb 2011 - 16:11

Von Kurst wrote:

StyrofoamKing wrote:

Ossomunte: Makes sense to grant bonuses to Greenskins too, yes? Even if they don't have a "pirate" locale per se.
Oh yeah, we added that in the next campaign...perhaps I played Greenskins then. Smile

Awesome. Bonuse for Orcs, Goblins, and Khorne in Ossonmunte. Should Dark Elves be added to that?

Von Kurst wrote:

StyrofoamKing wrote:
Caragio: The only town that doesn't have special rules. Becuase they are loosely tied in to whaling, what if they were tied into such items? You know, Norlander Nets, Whalebone Charms, Lanterns (oil). If you control it, you may hire a Leviathan Hunter for only upkeep fee. Ideas on how to expand?

Also, I think the Elves are the only ones without a bonus.
Good ideas. I just lumped it in with the Dwarfs to keep the number of scenario lists down.
Maybe a special boat? An advantage in the Monster Hunt scenario?

I'm all for lumping the lists, but let's give them a separate "town" bonus.

How's this then:

Trading in the Caragio Port: Whalebone Charms and Rowboats count as common, and all lanterns and Norlander Nets cost 5gc to purchase.

Controlling Caragio Port: May hire a Leviathan Hunter for upkeep fee. When rolling the scenario Here Be Monsters, you may roll twice for the monster revealed, picking whichever of the two you want.


Von Kurst wrote:

@elves--That's cause I hate elves and they won this campaign the first time we played it! (I think they get a bonus in Sartosa-town.)

Well, people in port get +1 to racial items... of which, the Sea Patrol have none (although, we could clarify that Ithilmar is a "racial" item to them). So, no real boost for them.

Von Kurst wrote:

StyrofoamKing wrote:
Engineer's Workshop: Don't recgonize that one. Another of yours?

Assassins: ditto.

Engineer's Workshop is a variant of The Wizard's Mansion done by the Karak Azul folks. I don't know if their site is still active but I have a copy.

Assassins! Origianal scenario by Bill Strip,
as appeared in Ye Mordheim Legends Gazette

I can't find my link.

Karak Azgal: the archives are at http://web.archive.org/web/20070610114440/http://www.strike-to-stun.com/Mordheim/Karak_Azgal/. However, as I don't expect everyone to be able to read this thread, I'll reprint it.

assassins: I know the one. I'll reprint it too.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 2 Feb 2011 - 17:58

Quote :
Trading in the Port of Sartosa. 
Any non-human warband except Undead may add +1 to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or race specific Hired Sword.

Sartosa is the big town for non-humans. For both Sea Patrol and Dark Elves there are a number of things on the equipment list that are race specific. Dark Elves have repeater X-bows and Crossbow pistols, Dark Venom, and Elven Cloaks. They also get a discount on the Dark Elf Assassin.
The Sea Patrol have Elven Cloaks, Elven Wine (Sea Patrol only) and Elf bows. In addition the Sea Patrol get a discount on the Shadow Warrior, the Elf Ranger and the Elven Mage if hired in Sartosa. Our Sea Patrol hangs out there all the time. The Orcs dragged them to Ossomunte whenever we could. To Be A Pirate King--A Sartosan Campaign Variant  387809
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 2 Feb 2011 - 19:53

fair point. If you like idea of the Brothers Razig, I can add them to the Haunted Port too.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 2 Feb 2011 - 20:20

Thinking alike. I'm thinking of amending the Haunted Shipwreck for the rest of our current Lustrian campaign to see how they play.

The current incarnation of Dirk stalks the docks of Mordini as Unwanted Company:

Quote :
Wight Captain
Profile
M3 WS5 BS3 S3 T4 W2 I4 A2 L8
Special: Undead, Peg leg, Recruits, Night. Weapons and armor: Sword and dagger, brace of Cursed Pistols.
Recruits. Dead Captain Dirk Razig’s wight stalks the vicinity searching for new crew. Unfortunately you must be dead to serve him. If Dirk takes a model OOA immediately roll on the serious injury table. If the model is killed place a zombie pirate where it fell. If a hero is captured by Dirk (a roll of 61 on the Injury table) place the captured model next to Dirk. Dirk will now attempt to exit the battle by moving toward the nearest table edge. If Dirk is attacked in melee the captive may escape but counts as unarmed. If Dirk reaches the table edge the hero is assumed dead. Remove the hero from the warband’s roster.
Night. If Dirk Razig appears the scenario takes place at night (or night falls suddenly if he appears randomly during a scenario.)
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeThu 3 Feb 2011 - 4:22

Actually, I liked the idea of the DPs being complex, and the npc heroes being pretty simple.

Recruits: I think this rule would make a fun scenario on it's own, but I'm not sure if it fits Dirk. A slowish skeleton on a boat doesn't scream "escape off the board" to me.

What if it was a different NPC / DP? Maybe someone trying to enslave, eat, and/or skin him. A Savage Orc Shaman? Khorne Captain? A Nurgle Skinrider? Dark Elf slaver?


Wilderness: Wow, didn't notice that section. Will need some of those scenarios from you too (I have hermit and dark ritual.) Also, clarify which ship rules you use.

Quote :
We don't have all of our stuff at the store we play at so we bring one set of scenery one week and the other the next.

Heh. OUr group did the opposite. I had enough city terrain for a 2-3 person match in the city, and another palyer had enough outdoor terrain for 2-3 people. We set up two boards side by side (one in city, one out), play a game on one, and then switch if there was time for a second game. Saved time on set up, let me tell you.

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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeThu 3 Feb 2011 - 4:43

StyrofoamKing wrote:
Actually, I liked the idea of the DPs being complex, and the npc heroes being pretty simple.
I agree, but I get carried away.

StyrofoamKing wrote:
Recruits: I think this rule would make a fun scenario on it's own, but I'm not sure if it fits Dirk. A slowish skeleton on a boat doesn't scream "escape off the board" to me.
What if it was a different NPC / DP? Maybe someone trying to enslave, eat, and/or skin him. A Savage Orc Shaman? Khorne Captain? A Nurgle Skinrider? Dark Elf slaver?
Dirk is just what I call the being the Ghost Captain entry evolved into as Unwanted Company. Feel free to use the idea for a scenario. As Unwanted Company Dirk never gets off the board but he has raised a couple of zombie pirate henchman before getting taken down.zombie

StyrofoamKing wrote:
Wilderness: Wow, didn't notice that section. Will need some of those scenarios from you too (I have hermit and dark ritual.) Also, clarify which ship rules you use.
Warhammer Ahoy! for ships and the Empire In Flames rules for boats/rafts mostly. We've tweaked or ignored a couple of rules. Playtable was just reminding me how far we've strayed from rules as written last week.
Warhammer Ahoy! just came out with a new version of their rules, we haven't used them yet. (I haven't actually read them yet).

StyrofoamKing wrote:
time on set up, let me tell you.
Set up is the bugbear of scenario based games. We set up a couple of tables of urban terrain one week and wilderness, etc. the next. One of these days we might do it more efficiently. lol!
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeThu 3 Feb 2011 - 14:20

Ghost Captain: I gotcha. At first I thought he carried off anyone, now I see he only captures a hero that rolls "capture". That makes it a heck of a lot rarer. I'll classify that under "house rules" (an optional add on to the Random Event/ Unwanted Company / Haunted Wreck captains.) Which stats are you using for zombie pirates?

Slavers scenario: I think that would be a lot of fun. Press Gang in reverse... instead of you capturing NPCs, they're capturing YOU. Probably use the Ogre Slaver as the basis, with a random band of NPCs helping him (dark elves, human pirates, nurgle skinriders... in theory, the ogres work for THEM, but it makes sense to leave them mostly normal.)

Wilderness: just double checking, you use the BP system for wild areas too, right?
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeFri 4 Feb 2011 - 4:28

StyrofoamKing wrote:
Which stats are you using for zombie pirates?
Standard zombie with Initiative 3. (The ones from the WD Zombie Pirates Warhammer army list.)

StyrofoamKing wrote:
Slavers scenario: I think that would be a lot of fun. Press Gang in reverse... instead of you capturing NPCs, they're capturing YOU. Probably use the Ogre Slaver as the basis, with a random band of NPCs helping him (dark elves, human pirates, nurgle skinriders... in theory, the ogres work for THEM, but it makes sense to leave them mostly normal.)
Sounds great.


StyrofoamKing wrote:
Wilderness: just double checking, you use the BP system for wild areas too, right?
Yes. I don't think there was any bonus for controlling a wilderness area though, just victory points.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeFri 4 Feb 2011 - 17:59

There's a Zombie Pirate Warhammer List?!? Shocked Geez, I wish someone had told me about it when I first started Sartosa!

*looking it up online* Fascinating.

Zombie Pirate stats: considering they aren't easy to access, we'd have to reprint the stats.

Wilderness: got it. I'll be sure to stress that.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeSun 6 Feb 2011 - 5:30

StyrofoamKing wrote:
There's a Zombie Pirate Warhammer List?!? Shocked Geez, I wish someone had told me about it when I first started Sartosa!

I assumed you knew since the Cursed Pistol has similar rules to the Zombie Pirate hand guns and pistols (except for the misfire). zombie
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeSun 6 Feb 2011 - 14:50

Naw, I was inspired by the Haunted Wreck scenario you wrote, long before I met you. Hitting on 4+ was too good, so I lowered it to 6+, dropped the misfire table, and made it a super cheap item.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeMon 7 Feb 2011 - 0:03

@Von Kurst... Thanks for posting these rules. I have been fascinated by the rules that you use in your campaigns for quite some time. I'm hoping (dreaming?) of playing a Sartosa campaign after we finish our Border Town Burning campaign and if I get my way then I'll be shaping it to be as close to your campaigns as possible. thumbsup
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeMon 7 Feb 2011 - 4:32

Deckdivers: the zombie pirate list included several Fell Bats that dropped off zombies... while I think giving PCs the ability to fly would break things quite heavily, the idea of Flying threats makes for a great NPC. Regardless of terrain- land, islands, ship to ship- they'd prove an equally good opponent.

So how's this?

WINGED TERRORS
When you're a pirate, even the skies aren't safe... one idle watchman, and you can lose a dozen deckhands to a flying monstrosity. These include vampiric bats off of the Southlands, skeletal Sgulls off of Khemri, feathered Rocs near Araby, and cold-blooded Terradons in the New World. Any of these creatures can appear out of the blue, and seldom travel alone.

M WS BS S T W I A Ld
1 3 0 3 3 2 3 2 5
Weapons & Equipment: Teeth and talons
Special Rules:
Fly: A Terror flies 12" each movement phase, ignoring terrain and models. This movement is not doubled with charging, and may not march.
Fear: A Winged Terror causes fear.

Specialization: Based on the type, the Terror has a special rule:
Vampire Bats: If a Bat takes a non-undead model out of action, roll 1D6 at the end of the turn: on a 4+, the Bat becomes "Frenzied."
Sgull: Immune to Psychology, immune to poison, counts as undead. Immune to Pain (treats stunned as knocked down.)
Terradon: Cold-Blooded (rolls 3 dice for leadership), gains a 5+ armor save that cannot be reduced below 6+. May be ignored due to Critical Hits.
Roc: At the start of the Roc's movement phase, if the Roc is not in hand to hand combat with an opponent, roll 1D6: on a 5+, it has "Flown High". It is removed from the board, with a marker placed where it had been. During the Roc's next turn, the Roc is placed on the board, in base contact with a random enemy model that is within 24" of the marker- this counts as a charge. If there is no model within 24", it will be placed within 24" of the marker, in the direction of an enemy model. In either case, this 24" "dive" counts as the Roc's movement for this turn.

Thoughts?
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeMon 7 Feb 2011 - 4:50

I like it.

We use Fell Bats as 'vampire bats' in Lustria, but we give them the undead special rules like sgulls. Frenzy would make them a bit meaner even by our rules (+1 attack not doubled attacks).

The Lustrian Random Encounters has a terradon I think, but we never have rolled it.

We use the sgull from RotC in Khemri games. Doesn't it have a longer flying move? Either that or we allow a 20" fly move for the beasty.

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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeMon 7 Feb 2011 - 11:44

Well, it made sense to use a blanket stat with a few special "add-ons" to make it different. If people want to use other terradon or sgull stats, that's fine.

Sgulls: well, the rules just mention flight and M5, so technically it can only move 10" a turn, I think.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeMon 7 Feb 2011 - 14:18

Right. Your rules are clearer.
Quote :
Fly: A Terror flies 12" each movement phase, ignoring terrain and models. This movement is not doubled with charging, and may not march.

You will want to add may not see through blocking terrain/models and therefore must be able to see the target of a charge.

Also for those poor souls looking for the Terradon in Lustria, I got it confused with the Coatl, which has non-existent flying rules:
Quote :
6. Coatl
Special Rules Cold Blooded, Causes Fear, Venomous – any wounds of 5 or 6 are treated as critical, Flight – As flying creatures Coatl are able to traverse the jungles with ease and Magic Aura – being part magical, the Coatl has a natural save against hostile magic of 4+.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeWed 9 Feb 2011 - 16:18

How's this for Caragio:

Trading in Caragio.
Any Human or Dwarf warband may purchase Rafts for 2D6gc less, and receive +2 to rarity rolls for boats and Whalebone Charms.

Controlling Caragio
The warband that controls Caragio may purchase rafts or rowboats with +1 Toughness for no additional cost. Also the warband may hire a Leviathan Hunter for his Upkeep fee not his Hire fee. The Hunter will require the usual Upkeep fee thereafter.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeThu 10 Feb 2011 - 1:52

I liked your first draft. but the above are a definite improvement. It seems more balanced.
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PostSubject: Re: To Be A Pirate King--A Sartosan Campaign Variant    To Be A Pirate King--A Sartosan Campaign Variant  Icon_minitimeMon 14 Feb 2011 - 15:35

Small: You mention each warband, in addition to a Warhm. Ahoy Middile Class ship, also has a "small boat". Which one did you mean? They go:

Raft, Rowboat, SailBoat (River Boat), Sloop (River Barge)

Cannons: Are they move or fire? Optional Blackpowder? What's the reload? (Seems to me that a gun with 2 gunners fires every turn, 1 gunner fires every other turn, 0 gunners fires 0 times.) Difficult to move, just in case someone tried.

Edit: Changing the name of Gunners for the cannon to "Cannon Crew". Otherwise, it's hard to clarify that a Gunner from your warband (with BS4 and maybe a few skills) cannot run up to a cannon, man it, and blow up everything he sees!
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