So, I'm about to start a Mordheim online campaign. We've got 4 players so far, (3 Bretonnian players: Chapel Guard, Knights Errant and Bretonnian Knights) and 1 dwarf player. I wrote up some objectives for everyone, and would like some feedback on them. The campaign will be starting on the following Monday.
+1 CP for playing a game
+1 CP for winning a game
+1 CP for having your leader take an enemy hero OOA, who was not knocked down or stunned.
+1 CP for passing 3 rout tests during the game
+1 CP for an act of heroism, as determined by both players
The Grail Quest
- May be taken by any warband led by a Bretonnian knight
5 CP: The Oath Taken: Such is the esteem that the knight is held in, he gets +6'' to his 'leader' range. If he is taken OOA, all models in the warband will hate the model who did the deed.
10 CP: Vision from the Lady: The knight who took the oath may re-roll 1 die roll during the game, or if it is not used, after the game.
20 CP: Blessed by the Lady: All knights in the warband count as having lucky charms. If they already have lucky charms, the lucky charms work on a 3+.
30 CP: Supped from the Grail: One knight in the warband (player's choice) becomes a grail knight. He gains magical attacks, becomes immune to psychology, gains +1 Ld (can take him above racial maximum), and gains a 4+ save against magic. He may no longer search for rare items, for he is now beyond such trifles. Players should no longer even think about doing anything dishonorable.
40 CP: Oath Fulfilled: The grail knight wins the campaign, settling down to guard one of the Lady's holy areas.
The Path to Knighthood/Freedom
- May be taken by any warband led by a Bretonnian Knight, or Bowmen of Bergeac (as they are trying to free the land from 'oppression'
5 CP: Oath Taken: So determined is he to prove himself, the leader is immune to fear when charging
10 CP: Land Claimed: Peasants cost 1gc per point of xp, not 2gc
20 CP: Trained: When rolling to determine how much xp is available for new hires, you may re-roll 1d6. The second result stands. This represents the knight/rebel having a body of locals whom can be trained and drafted into service.
30 CP: Loyalty Earned: All peasants within the 'leader' range may re-roll failed psychology tests
40 CP: Fiefdom Gained: The fiefdom has been claimed, defended and secured. The warband wins the campaign
Enemy of the Realm
- Any evil warband, any warband led by a knight
5 CP: Oath Taken: The leader has sworn to strike at Bretonnia/Defend Mousillon from the King and Fey Enchantress. He hates all knights who are not also enemies of the realm.
10 CP: Blessing of the Gods: The leader may re-roll 1 die roll during the game, or if it is not used, post game
20 CP: Dark Presence: All heroes now cause fear. If they already caused fear, then foes get -1 Ld on fear tests against them
30 CP: False Grail Found: The warband finds the false grail of Mousillon. One hero may drink from it. If there is a knight in the warband, it must be drunk by a knight. He gains magical attacks, becomes immune to psychology, gains +1 Ld (can take him above racial maximum), and gains a 4+ save against magic. He may no longer search for rare items, for he is now beyond such trifles. The player should not even think about allying with a warband that has a damsel/white lady.
40 CP: Defiled Shrine: The warband strikes at the heart of Brettonia itself, by defiling one of the lady's shrines. The warband wins the campaign.
For the Glory of Gold
-Any neutral warband
5 CP: Connected: The warband gains +1 to all rarity rolls
10 CP: Deep Pockets: The extra +'x'd6 gc when buying rare items is reduced by 1. (ie: If an item costs 20+2d6gc, it now costs 20+1d6. Naturally, if an item only costs 20gc, then it won't be reduced).
20 CP: Steady Income: The warband gains +1d3 gc after each game for each hero who did not go OOA
30 CP: Black Market: The warband may buy items normally only usable by other warbands (ie: Sigmarite warhammers, warplock pistols, etc). Heroes still need the correct skill to use said items.
40 CP: Early retirement: The warband has raised/stolen enough money for its leader to retire early. Key word, leader.