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 Mutiny in Marienburg

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werekin
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeTue 4 Aug 2015 - 19:49

Oops it appears that the Oldhammer Event page was only viewable by members of the Odhammer group on Facebook. If you haven't already started an account then I suggest you get one now!

The Oldhammer event was incredible and has blown our minds. My report with full image coverage by Joao will come (be patient) but in the meantime here is a report by one of the key characters involved in the event which should give you some idea of the magnitude of his awesomeness.

http://realmofchaos80s.blogspot.co.uk/2015/08/the-oldhammer-weekend-2015-overview.html

Regards,

Werekin
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeTue 8 Dec 2015 - 12:49

How is Mutiny in Marienburg going?

Can you estimate, when there will be a complete PDF for the setting?

We have a painting battle against other Skirmish games in 2016 and are in need of new warband-lists.
What warbands will Mutiny in Marienburg include?
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werekin
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeTue 8 Dec 2015 - 22:18

Hi there.

I have produced draft editions for all of the Marienburg themed warbands. This have been circulating in the conmunity based on shared links and such forth.

As the documents are hosted through Dropbox then every amendment made updates the articles and chapters. As if they are living documents.

Whilst I have never formally announced or released the warband lists they do exist and you are welcome to download and share them to create, collect, covert or paint new warbands. I have always intended to blog about the "Gangs of Marienburg" when enough suitable visual evidence of the factions becomes available in my own campaign and the wider community.

The best starting point is if you search for "Knowledge Stays Forever" which is the blog post title on the Liber Malefic, which includes (Easter egg) six hyper-links to six of the main forces at work around the City of Islands & Bridges.

Best regards,

Stu
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeThu 10 Dec 2015 - 10:17

I found the 6 lists. They are very good. Our folk was happy to get them.

I think i will build next year one or two gangs for marienburg myself. Theses list will greatly support our painting war against Warlord, Freebooters Fate and Godslayer. Very Happy

Do you plan a PDF like the one for BTB for Marienburg as well?
Or if they should stay living documents in dropbox, can everyone access them? Can you give me a link for it and may i share the link to dropbox?
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werekin
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 12 Dec 2015 - 15:08

There is plenty of stuff linked here and there from the blog. I have not consolidated all content (chapters, articles & player aids) into one fat file because I have not managed to reach a stage where (like Cianty & I did with BTB) there will be a final push.

Von Kurst was querying the Exploration charts this week.

I have three bonus warband lists on the drawing board. One is skaven (Clan Skurvey) developed with Frogprince. One is a Privateers warband of rebellious immigrants (from Albion) written specifically for Skarloc. The latest is "Militant Mootlanders" created for Westfalia Miniatures imminent Kickstarter campaign, a brand new selection of halflings sculpted in the style of old Warhammer by ex-GW sculptor Michael Anderson.

The halfling campaign on Kickstarter begins next week I believe. They look amazing!!
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 12 Dec 2015 - 15:27

I am looking forward to the Westfalia KS for WEEKS if not month. There was a Twitter-feed circling the boards about you making a warband list for them. Great it's actually going to happen!
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeMon 14 Dec 2015 - 16:22

Hi werekin. When or how is your warband list for Westfalia going to be released? Some people would like to pledge on the Kickstarter, but for the minis necessary to build a warband only, not 20+ minis.

Edit: Never mind, it's well hidden somewhere at the bottom of the KS-page. What a Face


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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeMon 14 Dec 2015 - 16:26

The deals look more centered around an halfling army as an much more stylish warband.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeTue 15 Dec 2015 - 20:51

Goats!!
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeTue 15 Dec 2015 - 21:20

Goats are cool, but a halfling war wagon and ogres with halflings in the baskets on there back! Thats even better.

There are many cool things in the kickstarter.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeWed 23 Dec 2015 - 2:12

The Halfling Kickstarter is going really well. There are still 4 days to go so please make sure you get your pledges in this week during the Xmas holidays to ensure Michael Anderson's incredibly sculpted miniatures will be added to your collections.

The feedback so far has been great too so Westfalia are now seriously considering producing more miniatures based on the needs of Mordheim fans who enjoy halflings. Smile

Please continue to send any requests and encouraging thoughts when you make your pledges and we will hopefully see more halfling adventurers, pirates and daredevils being added to expand their range.

Regards,

Stuart
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 26 Dec 2015 - 12:24

Nice warband Stuart. I really like the lack of ogres, Treemen and other such oddities.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 30 Jan 2016 - 23:11

So is there a link to the published MiM warbands? (Besides the new Halflings.) I have a bunch of them downloaded, but I was going to look to see if there were updates and one of my friends was interested in the Firmir, which I didn't download. Anyway where are they?
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSun 31 Jan 2016 - 0:10

Hyperlinked from my blog post "Knowledge Stays Forever" on Liber Malefic.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSun 31 Jan 2016 - 5:46

I believe that there will be a plot for undead warbands in MiM. Is this correct?

I have a friend who always played undead. He previously had played Silent Threat with the Restless Dead but would like a plot/objective focused more on undead. I'm seriously considering a MiM campaign next and I'm hoping there will be an undead plot (perhaps following on from the Massacre in Marienburg book?).
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSun 31 Jan 2016 - 14:45

Yeh I took some inspiration from a few different sources to tie things in nicely with the use of water-caravans on the canals.

A copy of the River Gypsies warband document is also required for reference to the Father-in-Darkness Chart.

https://www.dropbox.com/s/wruzcvhrwno4swr/Plot%20-%20Price%20of%20Power.pdf?dl=0

At this point I should state that if anyone comes up with any blinding ideas for adding further achievements for the later part of campaigns (I have notes but everything unlisted is subject to improvement) then feel free to submit these during your Marienburg campaigns.

Regards,

Stu


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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSun 31 Jan 2016 - 21:12

Thanks Stu.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 27 Feb 2016 - 12:56

Hi Stu,

I like what you've go so far and I have some feedback and ideas that I hope you will find useful.

I have realised that a plot for the undead will be difficult to create because there is a staggering variety of undead warband types and back stories. It will be hard to have a plot that can cover the classic (Sylvanian) Undead, Strigany River Pirates, Restless Dead, Necrachs, Tomb Guardians and the other undead warbands that I have not mentioned. I hope that you will be able to cover as many of the undead warbands as possible though. I think that the 'Price/Promise of Power' plot is likely going to need to have alternative achievements like 'The Lure of Fortune' and 'The Damned Shall Burn!' objectives for BTB.

Anyway, here are possible achievements using ideas that I've found on TBMF over the years which may turn into good achievements. (I don't claim these to be my ideas.)

Possible Achievements
5 Scavengers

10 Mortuary

15 Blood Kiss and Old Father (Strigany River Pirates and Strigoi warbands - current version of your 'Blood Kiss' achievement with coffin)
15 Blood Kiss and Maximum Warband Size +2 (Vampire warbands - first part of your 'Blood Kiss' achievement without coffin)
15 Limbstitcher and Maximum Warband Size +2 (Restless Dead, Fallen, Ghost Pirates, Tomb Guardians)
If an undead hero rolls 'Chest Wound', 'Arm Wound', 'Leg Injury' or 'Hand Injury' on the the post-game Serious Injury Chart then roll a D6: If the result is equal to or under his Toughness, treat the result as ‘Full Recovery’ instead.

20 Guiding the Hands of the Undead (Strigany River Pirates, (Sylvanian) Undead, Restless Dead, Necrarchs and any undead warband using necromancy)
The warband's maximum number of warriors is increased by +2. Wizards using necromancy can devote an increase to instead roll on the henchman table, applying a the characteristic increase to all henchmen groups of Zombies and Skeletons in the warband. On a roll of 10-12 (TLGT) the necromancer may choose to increase any single characteristic (normal henchmen characteristic increase rules apply). Also, if a Zombie or Skeleton takes an enemy warrior OOA within 6" of a necromancer then that necromancer gets any experience available for the enemy OOA.
20 Terror of Undeath (Alternative for Tomb Guardians, Ghost Pirates and the Fallen who do not have access to necromancy)
The warband's maximum number of warriors is increased by +2. The power of the undead leader of the warband has grown striking terror in the hearts of all who face him/her. In the recovery phase of every turn, each warrior in close combat with the undead leader must make an 'All Alone' test regardless of nearby friendly models and using the warrior's own leadership. For warriors who are normally immune to fear or immune to psychology the leader will now cause fear. Has no effect on undead and followers of Morr (e.g. priests).

25 Student of Vanhel (Strigany River Pirates, (Sylvanian) Undead, Restless Dead, Necrarchs and any undead warband using necromancy)
The words of Vanhel are potent on the lips of the wizards in the warband. All Zombies within 6" of necromancers within the warband may ignore the 'May Not Run' special rule. Also, necromancers casting the 'Call of Vanhel' spell will affect ALL undead models that have the 'May Not Run' special rule and which are are within 12" line of sight of the caster rather than affecting a single undead model within 6". An undead model may be affected by this spell only once per turn. A model may not shoot in the same phase or carry an object if moved this way.
25 Swarms of Flies (Alternative for Tomb Guardians, Ghost Pirates and the Fallen who do not have access to necromancy)
Swarms of flies surround the warband in a haze from a distance and distracting nearby foes by buzzing into eyes, nostrils and mouths. All undead warriors in the warband are at -1 to hit from both ranged and close combat attacks.

35 Power of Undeath
The power of undeath surrounds the warband strengthening the magic that animates the undead. Undead henchmen will now only be lost on a Serious Injury Roll of 1. Furthermore, undead heroes may re-roll a Serious Injury Roll of 'Dead' but must abide by the second roll.

40 ???
???

I hope that some (or all) of this will prove useful to you as you further develop the 'Price/Promise of Power' objective.

Cheers,

RL
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 26 Mar 2016 - 2:24

Things are looking good, finally an undead-themed Objective! Very Happy

Here's my suggestions, I focused more on the ability of the Achivements to bring out a narrative, which is the best service that this campaign system brings to the Mordheim ruleset (imho).


The Price of Power
A vampire lord is willing to trade the ancient secrets of Blood Magic for assistance on a dangerous river journey. A powerful curse has been placed upon its soul for a slight forgotten by history. The elder undead seeks to undo the curse by retracing its steps and breaking a powerful artifact to displace the curse to another victim.

Warbands: Strigany River Pirates and any Undead warband affiliated with (or containing) vampires may follow this plot.

OBJECTIVES
+1 Playing a scenario. Whenever the warband plays a scenario it gets +1 CP.
+1 Winning a scenario. If the warband wins a scenario it gets +1 CP.
+1 Cadaver procured. Roll a D6 for every fresh corpse the warband can get hold of. On a roll of 6 the warband gets +1 CP.
+1/+D3 Arcana procured. The warband gets +1 CP for every arcane item it can acquire. Each bonus applies only once for the same type of item being procured. If the warband acquires an Artefact, it gets +D3 CPs.
+D6 Caravan expanded. The warband gets +D3 CP for each Coach, Wagon, Riverboat or River Barge purchased. On a roll of 6 the warband gets +1 CP for each new feature bought from the list of options in the Boatyard to improve a vehicle.


CPs        Achievement

5 Scavengers: Ransacking dilapidated warehouses on the docks the scavengers make a curious find. Roll twice on the Booty Chart and pick the preferred result to see what item the warband has found. Additionally, the warband has made extensive contacts within the Ressurectionist trade. Grave Robber hired swords may be hired at half the cost (but upkeep must still be paid in full).

10 Mortuary: Seeking fleshy enough bodies for a wealthy physician or a necromancer animating fleshless corpses, a search party heads to long forgotten burial grounds in the Old Money Ward. Among the tombs is a tower mortuary, where a large sepulchre houses recently departed specimens. Beneath its spire a macabre laboratory stages exploratory experiments, where bodies are reanimated in an eerie clinic. The warband supplies cadavers for the physician to harness! In the post battle sequence each Hero may carry up to one corpse to the lab, instead of searching for Rare Items. Mortuary counts as a fortified encampment. Roll 2D6 for each corpse supplied to see what the physician makes of it. 2-4. Corpse has been dead for too long to use (re-roll this result if the corpse was made from a live captive just before it was brought to the lab). 5-7. Physician buys corpse at street value of 12 gold crowns. 8-10. Prime specimens like this one fetch twice usual value; the physician pays 24 gold crowns. 11-12. Reanimating the body with scientific precision the body joins the ranks of the walking dead. Add a Flesh Golem to the warband roster sheet. The golem uses the same rules and characteristics as a Wicker Man (see Strigany warband).

15 Blood Kiss: The vampire sire chooses to make 'get' of one of his favourites. Choose one of the Heroes in the warband to receive the blood kiss from the elder Vampire. The Hero becomes a Son-in-Darkness (refer to the Father-in-darkness Chart).
In addition, the player must deploy a coffin objective marker with the warband in multi-player scenarios. Two warriors are required to move a coffin, or it may be transported in a vehicle. Two models must always be assigned (and moved) to guard the coffin. If an enemy model moves into base contact with the objective marker or a coffin guard then the furious vampire emerges from the coffin! Place the enemy model in combat with the elder Vampire (controlled by the player of this warband). Each battle that the Vampire intervenes in causes the warband to lose D3 CPs for having disturbed its sleep and drained its strength. If the Vampire is put Out of Action, the warband loses D6 CPs instead. The Vampire lord never rolls for Serious Injuries (its remains are buried until it is fully recovered once again).
Choose the most appropriate vampire bloodline for your warband:

Profile                    M WS BS S T W I A Ld       Special Rules (all): No Pain, Immune Psychology, Immune Poison, Cause Fear
Old Father (Strigoi)       6 6  3  5 5 3 8 4 9        Regenerate (5+), Claws count as being coated in Black Lotus
The Masked Lady (Lahmian)  6 7  5  5 4 3 8 3 10       Transfixing Glare, Lightning Reflexes, Step Aside, Sword, dagger, Throwing Knives
Count (von Carstein)       6 6  4  5 4 3 7 3 9        Fly (18"), Mist Form, Light Armor, Sword, dagger
Red Knight (Blood Dragon)  6 7  4  5 4 3 7 3 10       Master Strike (criticals on 5-6), Strong Legs, Heavy Armor, Shield, Sword
The Professor (Necrarch)   6 5  4  5 4 3 6 3 9        Sorcery, Mind Focus, All Necromancy spells, 3 random Lesser Magic spells, 2 daggers


20 Men O' Bones: Bloated corpses in the form of barnacled murder victims are raised up from the beds of the canals using necromantic magic. Drowned sailors return to life through zombification to serve the warband's necromancer. Whenever a model is taken out of action while in water, roll for its Serious Injuries immediately. If it rolls 11-15 (Hero) or a 1 (Henchman or Hired sword), a zombie can be raised immediately by a wizard who knows Necromancy spells. Deploy a zombie model in its place.
Wizards using necromancy can also devote one of their Advances to instead roll on the henchman table, applying a special increase to any henchmen groups of zombies in the warband.
Alternative 20 Brothers-in-death: If the warband does not include any wizards with Necromancy spells, instead anytime a living member of the warband would die (but not if killed while in captivity of another warband or somehow far away from its colleagues), it will immediately join the warband again as a special zombie, as if it were affected by the Spell of Awakening from the Necromancy list. In addition, the maximum warband size increases by +2.

25 Bring out your dead: the warband's stockpile of corpses has not only started to smell, but to condense and twist the Wind of Shyish around them, resulting in a localized magical miasma visible to those with the Witchsight. If the warband keeps at least 5 corpses stored in a vehicle, that vehicle becomes a Travelling Charnelhouse, a lodestone of dark magic (and foul odours!), invigorating undead with unholy speed. All Undead (including Constructs) within 12" of the Travelling Charnelhouse can re-roll results of "1" To Hit, and those with the "Cannot Run" special rule ignore the effects of that special rule.
Additionally, due to becoming regular customers, when visiting the Abattoir, Cadavers cost 10Gc instead of 12, and heroes of this warband may leave the premises with their purchase without having to roll on the table (if they wish).


35 Evocation of Death: the warband is getting close to finding its destination, and utmost care is being devoted to protect its precious cargo. The warband may store their Vampire's coffin (or Phylactery Ark) within a vehicle. If they do so, the unholy receptacle will absorb the local Winds of Magic, becoming surrounded by an otherwordly mist and empowering its own arcane defenses. Every time a spell is cast during a battle, roll a D6. Each result of '6' will add a cumulative +1 to the table below. The benefits last until the end of the battle.
6s rolled     Effect
  1        An eerie mist surrounds the vehicle, as it seemingly glides along the ground effortlessly. The vehicle gains +4 to its Move, and if it is a wagon it can move across difficult terrain without going Out of Control. If it is a watercraft it can move across land at half speed: collisions on land are treated as if the vehicle was a wagon (rolling on the Out of Control table).
  2        A dark nimbus surrounds the receptacle: the vehicle, its draft animals and all its contents and occupants gain a 5+ ward save against enemy spell effects.
  3        The vehicle's rim is surrounded by green witchfires. Whenever it moves over models, it deals D2 S4 Flaming hits to each model instead of a single S4 hit. If it collides with any object, the damage caused to it is also considered Flaming.
  4        The vehicle picks up unnatural speed. The draft animals (for wagons) develop a feral instinct, gain +1S, lose Stubborn (if they had it) and gain Immune to Psychology (ie. driver automatically succeeds Ld test to regain control of them when Out of Control). Watercraft ignore direction of the wind, and can just roll for wind strength in whatever direction they wish. When the vehicle moves over models, the Strength of the hit is now 5 instead of 4.
  5        The vehicle flickers between the world of the dead and the living. Itself, its draft animals and all its occupants gain a 4+ ward save against all wounds except for those caused by magic, spells or magical weapons.
  6        The vehicle can fly: it can move triple of its movement, horizontally across the table, but moving over any intervening terrain.


40 Lifting the Curse: the warband has located the place where the curse was first uttered, and has charted preparations for the ritual.
From now on, as long as the warband has a captive warrior of at least 15 experience and any Greater Artefact, the warband can choose to play the "Kidnapped!" scenario (Town Cryer #06). The "Kidnapped" scenario follows all the rules described there, except that it allows a total of 3 players, you replace the sacrificial victim described there with the captive warrior (who may or may not have been stripped of possessions), and the coffin with its guards must be placed adjacent to the altar. The Vampire will jump out and attack enemy models if they approach too close, as per the 'Blood Kisss' achievement, but if the warband loses they will lose D6 CPs, as the vampire is furious at the failure and also had to be roused so its strength has been spent (therefore more CPs must be gained before attempting the ritual again).
If the warband wins, the Artefact is destroyed and the curse is lifted from the Vampire: its full power is restored, and soon legions of undead will rise from the marshes! The warband wins the Campaign.


*********
If the warband is not affiliated with vampires (The Fallen, Tomb Guardians, Restless dead, Ghost Pirates): the search for eternal life is fraught with danger, and great costs are involved in ensuring that the undead soul endures for centuries to come. Power-hungry personalities from beyond the grave actively seek the means to prolong their unholy existence, and research ancient relics, rituals and places of power. In the meantime, they amass their resources by being active players in the ressurectionist trade.

Substitute the following achievements for those above.

15 Phylactery: the warband's wizard has instead carefully crafted a sacred phylactery, designed to hold an undead soul in case its body is somehow destroyed. This relic takes the shape of a large decorated ark, filled with canopic jars and soul-binding scriptures, which must be carried by two warriors (or transported in a vehicle). Choose one of your Heroes: that Hero becomes Undead (if it wasn't before, gaining No Pain, Immune to Poison and Immune to Psychology), acquires a hunger for souls, gains +1W, +1T, and the ability to recover from total destruction. When the warrior takes a model Out of Action which then rolls "11-15" (if a Hero) or "1" (if a hired sword or henchman) on Serious Injuries, he has devoured the model's soul, and gains immediately a free Advance. Whenever the warrior dies, its soul is sequestered by the phylactery, and is held captive for the next battle while a new body is arranged. After that, the warrior revives (with all its normal abilities but not equipment). If the phylactery is ever captured by an enemy warband and destroyed, the Undead warband loses D3+1 CPs and the attunned Hero loses -1W and T and the ability to devour souls, but is otherwise unharmed. If the phylactery is in enemy hands when the Hero dies (or while he is still reviving), the warrior's soul is held captive until his warband recovers it and provides a new body. If the phylactery is destroyed while holding the soul of the Undead Hero, the warrior is permanently destroyed. A new phylactery may be constructed out of 2 (Un)holy Relics, 2 Treasures and a cost of D2 CPs. The warband may only ever possess one phylactery, and may sacrifice their phylactery only while the attunned Hero's soul is residing there without a body (otherwise said warrior would surely oppose the end of its eternal life insurance!).


40 Apotheosis: the warband has located a place rich in settled Dhar, and has begun preparations for a ritual to elevate the Leader's undead spirit to a higher state of existence. From now on, as long as the warband has a captive warrior of at least 15 experience, any Greater Artefact and an intact phylactery ark attunned to the warband's leader, the warband can choose to play the "Kidnapped!" scenario, with the same modifications as described above. The phylactery ark must be placed adjacent to the altar. The warband does not have to take Rout tests until they have lost 50% of its members. Furthermore, due to the local concentration of unholy energies around the phylactery, the atunned Leader cannot be taken Out of Action: each time that would happen simply apply a cumulative -1 penalty To Hit, Strength, Initiative and Attacks for the rest of the battle.
If the warband wins, the Artefact is destroyed and the Leader is unfused with unholy power, its spirit transcending its corporeal form, and its sinister will reaching far and wide to awake legions of the long-lost dead. The warband wins the campaign.

_____________________________________

I like the semi-tragic "curse" problem of the vampire lord, which I think fits and makes them likable and tragic characters.
I hoped to bring out a nice unkillable lich lord feel for the alternate objective, and if you use Ghost Pirates it becomes very Davy Jones (from Pirates of the Caribbean).

Hope you can make use of it, and it saves you work. If you need more ideas pumped out, let us know.

Can't wait to see how Mutiny turns out when done. When are those Encampments coming out? Wink

[EDIT] changed the "Brothers in death" achievement upwards to the main list of achievements. Not all vampire warbands (if you consider unnofficial warbands) have necromancers, and some non-vampire warbands also don't have them. So the option has to be there for both.

Cheers,
Nuno


Last edited by Nuno M on Sat 26 Mar 2016 - 18:48; edited 1 time in total
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 26 Mar 2016 - 7:22

@Nuno... +1
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 26 Mar 2016 - 13:15

Hey Stu,

There are slight variances between the 'Epic Campaign Rules' article and the 'Swords of the Empire' article in regards to "Blood Pacts" and "Trade Deals".

In the rules for "Blood Pacts" the 'Epic Campaign Rules' article mentions that the hired sword with a blood pact can use the Equipment list available to Heroes in the warband while the 'Swords of the Empire' states that the hired sword with a blood pact that becomes the Leader can use the same equipment list as the former Leader. I think that hired swords with a blood pact should be able to use miscellaneous equipment but would be stuck with their existing equipment list. I do like the concept of the hired sword having access to the Leader's equipment list if the hired sword becomes the Leader though since otherwise it may prove a bit restrictive.

In the rules for "Trade Deals" the 'Epic Campaign Rules' article mentions that a warband may send a  Hero to another warband to buy or sell any number of items/captives. The 'Swords of the Empire' article says that the Hero may only buy or sell a single item. I hope that the Hero can buy, sell or exchange any number of items or captives in a single visit to the other warband. I doubt that this option would be used much if a Hero was restricted to buying/selling a single item or captive as there is high risk of no agreement being made so the opportunity needs to be high.

I'm looking forward to your clarification for which rules are correct. Smile


Oh and quick thought about the new Speed skill 'Spry'. It would be great if this skill also allowed the warrior to climb without starting in base contact with the wall to be climbed. This would make the warrior with the skill very nimble moving up and down walls, polls, etc which seems to fit the intent of the skill.


I'm hoping to get our group playing a campaign in Marienburg soon which is why I'm starting to read through the rules in greater depth.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSat 26 Mar 2016 - 17:56

Quote :
Oh and quick thought about the new Speed skill 'Spry'. It would be great if this skill also allowed the warrior to climb without starting in base contact with the wall to be climbed. This would make the warrior with the skill very nimble moving up and down walls, polls, etc which seems to fit the intent of the skill.

I always thought that this was the purpose of Scale sheer surfaces...and since its a speed skill, yeah...
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSun 27 Mar 2016 - 6:34

In my group we weren't sure if by 'you don't have to make a test to climb' they meant 'you automatically pass' or 'you may ignore the test' so we went with the former. Perhaps RL's group did something similar?
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeSun 27 Mar 2016 - 10:11

No. We've always allowed charging. I just got concerned that we may have misinterpreted the rules. Embarassed However, the rules simply state that a warrior can climb at their Movement in height and says nothing to disallow charging. Now that VK has questioned it I agree that 'Scale Sheer Surfaces' seems to make 'Spry' entirely redundant.
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PostSubject: Re: Mutiny in Marienburg   Mutiny in Marienburg - Page 2 Icon_minitimeThu 7 Jul 2016 - 17:17

I looked at the skills in the Epic Campaign Rules and here are my initial thoughts:

Lunge: How does Lunge work for a model with multiple attacks? Do you get only one Lunge, or one Lunge for each attack you have? Would a model armed with two daggers be able to charge, lunge, lunge, lunge...?

Crossfire: This also looks problematic. Does a model with crossfire forfeit its ability to fight in melee that turn?

Hunter's Eye: If you want to use this ability as is, you should probably restrict it to "Base Attacks", rather than "Melee Attacks", because otherwise when this combos with Frenzy, Potions, Black Hunger...

Another alternative use for it could be: Ranged attacks score Criticals on 5+ against Large Targets.

Dirty Fighting: Do we really need more ways to ignore armor? What do "Weapon Bonuses/Special Rules" mean in this case, especially in conjunction with steel whips/cat-o-nine-tails?

Also, why is it a Strength Skill instead of a Combat Skill?

An alternate ability could be: "Shove". Think a melee version of the Orc spell Oi Geteroff!

Are the Witch Hunter Skills similar to Priest Skills from Miracle Workers? Because otherwise, it's an incredibly small skill-list.

Does Marked For Judgement require range/line of sight? Because otherwise, it sounds like a kill-sat ability. Vampire goes for the ledges, low orbit ion cannon.

Iron Resolve looks comical when combined with a Flagellant (Combine with Crimson Shade for a round of being effectively S10!), or a Witch Hunter with Throwing Knives. Throwing 3 knives with a minimum of BS 5 and S6, a Witch Hunter that eventually gets tailored down that route would be capable of smashing doors and heavy fortifications with such weaponry!
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