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Saturday, August 20, 2011
Unbound Scenario
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My dad, and my relation to Warmachine
And that generally involves Warmachine.
It's kind of amazing to me what kind of effect this game has on my mental health. I've had a lot of hobbies over the years, especially computer games, but I've never had one that allowed me the kind of all-encompassing mental involvement and peace of mind that playing and painting Warmachine and Hordes does. The day he died I spent upwards of 8 hours working on my website on Obsidian Portal for an upcoming Iron Kingdoms D&D game I want to play with some friends. I've spent several hours already this week painting models at my dad's work station in the garage, and have moved a lot of my painting and terrain-making stuff back to my parents' house. I don't know, I guess there's something therapeutic about working on it now where I started it years ago - in my parents' garage, at my dad's workbench.
I guess since I'm in a writing mood, and I've never really talked about it, I'll talk a little about how I got started with Warmachine, and how my dad fit into it. I had several friends who played, and they had been spreading the Good Word of this little wargame among the rest of the group of friends. This would have been...early to mid 2007, I think. Joe played Cygnar (and had some Khador, even though he never played them), Robby had a little Cygnar, they convinced Brian to get into Protectorate, James to buy into Khador, and finally they sold me on Cryx. It wasn't actually a hard sell - they just kind of told me about a faction that had steampunk zombies and showed me a little of the art and I bought a battlebox the next chance I got. I've loved Cryx ever since. I've picked up other factions (I think the total's now 4: Cryx, Trolls, Mercs, and Cygnar, respectively to when I got them), but my heart will always be the Dragonfather's. Not to mention my skin (I got the Cryx symbol tattooed on my left shoulder. I was always so careful to avoid my dad seeing it. Now I wish I'd shown him, even if he would have been upset).
I bought some Apple Barrel paints from Wal Mart and painted the battlebox on my dad's workbench in the garage (he was a huge model railroader, and the garage is about 60% giant HO scale railroad). As I finished the last model, I played a game with them right there against Brian, who beat the tar out of me. That was how it went for months. We played several times a week, almost exclusively at my parents' house (where I still lived at the time), and mainly in the garage. We helped my dad lay carpet in there, and then played games on it. We played on a wobbly card table. We played on the living room rug. There was something kind of pure in those days, something I kind of miss now. It was that "new love" feeling, where everything is exciting and all of us were thrilled to play all the time.
I tried on a couple of occasions to get my dad to play with me, but his poor eyesight meant that reading the cards was next to impossible. He was happy I wanted to share my hobby with him, but he never was able to participate in that way. He taught me bits and pieces about model building, though. He had decades of experience with making scenes in miniature, and what he could give to me he did. He was never stingy with his things, he just always made sure that I gave them back when I was done. I still have a bottle of Solvaset he lent me last month because I had just started using decals, and he wanted to show me how much better they would look when they had set down nice and flush. I suppose it's part of my inheritance now.
Over time the warmachine group slowly faded out. Joe and I were the last holdouts, but eventually even he mostly lost interest. I still burned for the game, but now it took so much effort just to find a game, and for quite a while I couldn't. I didn't paint much during that time either. Finally last year I started getting more involved with Brookhurst Hobbies' newly reopened Warmachine game nights (I had been a part of the Friday night Warmachine nights when I first started out, but I'd never really felt as welcome in that group - they had their own groups, and they weren't as inclusive with newcomers). I went to the first KingdomCon and the first SoCal Smackdown. I started painting more. I got most of my Trolls painted, and now I'm nearing the light at the end of the tunnel for my Mercs. I went to KindomCon 2 and am ready to go to SoCal Smackdown 2 in 2 weeks.
I suppose this rambling post is just my way of saying that for a long time, Warmachine has been very near and dear to me. It's a world I love, and a world I feel I can fall back on when things get bad. When I was lonely, when my friends left to do other things, or when my dad died, it's a place where I can go to get away. I can still paint models and get lost in my thoughts, and for that time, no matter how brief it lasts, things are all right and I can pretend that when I'm done I'll still get to show off my painted model to my dad, who would dutifully admire my work, no matter how sloppy or amateur, and then ask "So what's this guy do?"
I'll miss you, dad. You were my inspiration, my teacher, and my friend. This is going to be really hard without you.
Sunday, July 24, 2011
Scaverous/MacBain 50 pt. fluff
Monday, July 18, 2011
Ending the Campaign
Saturday, July 16, 2011
Campaign Warchest Template
Campaign Rules Updates and fluff
Vae Victis!
- When a player destroys an enemy warcaster, his turn does NOT immediately end. He can continue activating all his models and try to score as many victory points as he can.
- NOTE: At the end of the battle, the winning player DOES NOT get d6 victory points, and the losing player DOES NOT get d3 victory points. This replaces that rule.
Showdown
- At the end of a campaign round, after all players have played their battles, there is a showdown between all 4 players.
- This battle is a 4-way scenario battle, fought in a territory chosen by the player LOWEST in the campaign initiative order.
- The winning player gains control of the territory.
- The winning player also benefits from Vae Victis (see above).
- A player MUST use a detachment that was not defeated earlier in the round, if possible.
- All attrition from the round applies to the showdown, and the players may not pay victory points to negate it or buy new models (since that can only be done between campaign rounds).
- The 3 losing players each receive d6 victory points.
Territories and initiative
- When fighting a campaign battle, add up how many adjacent territories each player has to the territory being contested, not counting the contested territory itself. That number is added to that player's initiative roll at the start of the battle.
Negating Attrition:
- When paying VPs to negate all attrition on a warjack or warbeast, the cost of the warjack is reduced by 1 VP
RULES CHANGES
Attrition
- All attrition is cumulative.
- A unit brought down to half strength starts the next game with 1 fewer grunts in the unit (unit attachments are counted as just part of the unit).
- A unit completely destroyed starts the next game with 2 fewer grunts in the unit.
- A warjack or warbeast that is destroyed starts the next battle with 1 box in EACH column marked.
- A non-warcaster, non-grunt warrior model with more than 1 box of health that is destroyed starts the next game with 1 damage point marked. (this includes solos, unit attachments, character units, etc)
- A warcaster or warlock that is destroyed cannot be used for the rest of the campaign round (and by extension, neither can the rest of their detachment).
New Detachments
- Buying a new 35 point detachment costs 50 VPs.
- There can be no duplicate characters with another detachment. If you include a character model or unit already present in another detachment, remove it from the the other detachment. (basically this allows you to move a character model/unit to a new detachment when you create it).
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Purple flames licked out from Fiona the Black's fingertips and consumed a man in Exemplar armor, tearing at his soul as he died and feeding her a portion of that power. She looked around her and ducked behind a low wall for protection as the Protectorate's ordinance pounded her position. Her army was in full retreat, harried by the Menites as they tried to escape back to friendly territory. They had accosted themselves well, but High Exemplar Kreoss had pushed her forces out of the forest and into the open. They needed to get back to friendly ground, and his army was clearly not trying to annihilate them as it was just making sure they retreated fully.
Fiona looked through the eyes of her Mariner and fired another shot into the wall of Exemplar Bastions, feeling satisfaction in seeing on of them finally crumple beneath the onslaught. It wasn't much, but any chance she had to inflict pain on the servants of the Lawgiver was a moment of pleasure for her.
As her forces broke through the trees into an open field, she saw the Menites turn back and retreat into the depths of the forest. Her forces were much reduced - Steelhead halberdiers and warjacks alike were limping, and she would have to return to the battlefield later to salvage her Mangler and get it up and running again. She herself was using all her sorcerous power to hold herself together after a Crusader had nearly crushed her with the now destroyed Mangler. She had barely rolled out of the way in time, and the arcane fire sent at her by the High Exemplar had informed her decision to flee.
Her forces marched for most of the rest of the day. Morale was low, and were it not for the lucrative contracts that had hired the men to her in the first place, she doubted many of them would stay. They reached Magnus' camp by nightfall, and she was surprised to not see MacBain's forces with him. She made her way to the command tent and found Magnus there, conversing with two men, one in Trencher armor, and another with his head wrapped in cloth, a rifle slung over his shoulder. Seeing Fiona, Magnus muttered something lowly to the men and they both walked out past her, eyeing her suspiciously as they did so.
Magnus leaned on the wooden table in the center of the room with his mechanikal arm and looked at her, "What news Fiona? Tell me something good."
She shook her head slowly, gesturing at the scorch marks on her armor, "The High Exemplar was a stronger foe then I predicted. His Exemplars showed a resistance to my sorcery that I did not expect. We took...heavy losses."
Magnus glowered at her for a moment, then nodded slightly, "Very well. I am reassigning you to the northern front. We need to push to the town, and I need you there. I have already made arrangements to replace your...predicted losses, and need you to leave at dawn."
Fiona bristled a little at the implied insult, the prongs on her staff Viper twitching as it sensed her irritation, but knew that of all the men in Western Immoren that she should treat with a degree of fear and respect, Asheth Magnus was arguably at the top of the list. "Of course. The men will be relieved that they are allowed some rest. Was there anything else?"
"No. Winter is coming, and we will need to be ready for the brutal fights ahead of us." He turned his back on her and she glared at him for several seconds before turning and heading toward her forces.
The stars shone brightly overhead as she said a prayer to Thamar and her Scions to leave nothing but ashes and the lamentations of her enemies behind her. She felt the Dark Goddess smiling down at her and knew that her prayers would be answered.
Thursday, July 7, 2011
New Campaign rules/notes
New warcasters
- A player can add an epic (or non-epic) version of a warcaster to a detachment by paying 20-warjack points.
- This caster is now part of the roster, and either can be selected when playing a game.
- For obvious reasons, characters cannot be in more than one detachment, so you cannot buy a new detachment with an epic version of a warcaster you are already using.
- Tier list models can be included in the detachment even if only one warcaster can use them. They can only be PLAYED when that warcaster is the one used in the game.
----- FOR EXAMPLE: Epic Magnus can take many Cygnar models for his Bad Seeds tier list. They can be purchased and added to the detachment containing both Magnus and Epic Magnus, but can only be included in an army list in which Epic Magnus is leading.
And now a little fluff!
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Drake MacBain sat in his command tent nursing a wound on his head while Asheth Magnus looked over the maps. MacBain had been ambushed by a force of the elves that were apparently fighting over the region as well, and Magnus' own ambush on the Khadorans had fallen apart and he had been forced to flee. Fiona the Black was moving to intercept a force of Menite zealots, and they both hoped that she would fare better than they had.
Magnus shook his head and looked at Macbain, "We need to take this little settlement over here," He points to a region on the map, "There is a chapterhouse for the Steelheads there, and we can replenish our forces. They also have some better warjack repair facilities. If we stay here we will just keep getting pushed back."
MacBain nodded a little, and winced from the pain that caused, the leaned over and pointed to the objective circled in the center of the map, "What about this damn town? We're supposed to be securing it, and those repair facilities would go a lot further toward repairing some of our 'jacks, I think."
Magnus rolled his eyes a little and growled, "The Syndicate hired me, and I'm paying you, so I will make the strategic calls." MacBain glowered at him, but nodded. Magnus continued, "We take the Steelhead depot, then blaze a path through this Khadoran territory and take the town. Winter is falling and will provide good cover for our movements. We can get all the way to the hamlet without being detected, and once entrenched can hold it and use it resupply. That damn Thamarite has been fighting the Menites too much - I think she's developing a vendetta. I'm pulling her further north for the winter, and either you or I will strike that hamlet and take the outpost."
MacBain stood up, towering a fair bit taller then the other warcaster and nodded, "Whatever you say, boss. I'll get my lot fired up on your mark and ready to go. You know I'm a stickler for my paper, but Fiona's less predictable. Take some advice and be careful with her. She's not in this for the money." And with that he pushed the tent flap open and walked out, bellowing "Steinhammer! Get your pint-sized ass in gear and fire up that tin can of yours! We leave within the hour!"
Magnus watched him go and just shook his head. Winter would not be kind to him and his, and he wondered how badly things would go before his underlings decided that coin wasn't enough motivation to fight any more.
Tuesday, June 28, 2011
Weather Conditions
Weather Conditions
Winter
2D6 | Result |
2 | Blizzard: All models gain stealth. |
3 to 4 | Cold Snap: Warrior models without Immunity: Cold that did not move and are not engaged in melee suffer a POW 6 damage roll at the end of their controlling player's turn. Warjacks without Immunity: Cold that did not move and are not engaged in melee suffer -1 DEF. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Ice Storm: Any models that are hit by a successful Slam or Throw power attack are moved +2. A knocked down model must roll a d6 anytime it tries to stands up during its activation. On a roll of 1 or 2, the model slips and falls down and remains knocked down. |
12 | Deep Snow: Models without Immunity: Cold and Pathfinder suffer -2 movement, but can still charge and slam. |
Spring
2D6 | Result |
2 | Flash Flood: Roll a d6 each round before the first player's turn. On a roll of 1 or 2, the battlefield is flash flooded. All non-elevated terrain becomes Shallow Water for the round. |
3 to 4 | Heavy Rain: All models suffer -2 RAT. Additionally, living models suffer -1 CMD. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Powerful Winds: All AOE ranged attacks that miss their targets deviate one extra inch and have no minimum deviation range. All cloud effects leave play at the end of each turn. |
12 | Thunderstorm: Models with Immunity: Electricity gain +1 CMD. Attacks with the Electricity damage type have +1 POW. |
Summer
2D6 | Result |
2 | Cyclone: Place a 5” Cloud effect in the center of the table to represent the cyclone. At the beginning of each player's maintenance phase, the cyclone moves 1d6” in a random direction determined by the deviation template. Any model touched by the cyclone is thrown 1d6 inches in a random direction with the same effect as a Throw power attack, suffering a POW 12 damage roll. The cyclone leaves play if any part of its template moves off the table. |
3 to 4 | Flash Fire: A flash fire begins on a randomly determined table edge to the right or left of the deployment zones. At the beginning of each player's maintenance phase, the flash fire moves 1d6 inches toward the opposite table edge in a line running the length of the table. Any model crossing or crossed by the flash fire suffers a POW 12 Fire damage roll and the Fire continuous effect. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Dust Storm: Roll a d6 each round before the first player's first turn. On a roll of 1-2, a dust storm hits the battlefield. All models suffer -1 on ranged attack rolls and cannot give or receive orders. The dust storm lasts for 1 round. |
12 | Any models without Immunity: Fire that run must forfeit their movement during their next activation and suffer -1 DEF |
Fall
2D6 | Result |
2 | Corpse Candles: Divide the table into 4 separate quadrants, assigning each a number of 1-4. Roll a d6 each round before the first players turn. On a roll of 1-4, corpse candles appear in the quadrant with the corresponding die roll. On a roll of 5 or 6, nothing happens. Models in a quadrant with corpse candles must pass a CMD check or flee. Corpse candles remain in play for 1 round. |
3 to 4 | Creeping Mist: All models gain concealment. |
5 to 9 | Clear Skies: No Special Weather effects |
10 to 11 | Stygian Wind: All living models suffer -1 STR and ARM |
12 | Baleful Moon: All warrior models that are boxed must roll a d6. On a roll of 1-2 the model is removed from play. On a roll of 5-6 it can make a full advance, followed by a melee attack. |
King and Country Update
Strategic Objectives
There are various areas of the battlefield that have strategic importance to one or more factions. If the site is in a faction’s controlled territory, they gain the benefit. Site bonuses are cumulative, unless noted otherwise. Strategic Objectives are marked on the map with a single letter or abbreviation.
NOTE: The term “recruit” includes both purchasing new models or units for a detachment and repaying the cost of a model or unit because of attrition.
GT: Great Temple: Whenever a Protectorate player recruits living Faction models/units, reduce their point cost by 1.
SC: Supply Cache: Whenever a Retribution player recruits living Faction models/units, reduce their point cost by 1.
MC: Mercenary Camp: Whenever a Mercenary player recruits living Faction models/units, reduce their point cost by 1.
KP: Kommand Post: Whenever a Khador player recruits living Faction models/units, reduce their point cost by 1.
H: Field Hospital: Between campaign rounds, a player controlling a Field Hospital chooses one detachment. That detachment negates 1 point of attrition on each living model/unit in it. (Example: heal 1 point of damage from a solo, return 1 model to a unit, etc)
Y: Repair Yard: Between campaign rounds, a player controlling a Repair Yard chooses one detachment. That detachment negates 1 point of attrition on each warjack in it. (Example: one point of damage from each column, as caused by attrition)
F: Farmland: Whenever any faction recruits living models/units between campaign rounds, it gains a free army point, which must be spent on a living model/unit.
S: Scrapyard: Whenever any faction recruits warjacks between campaign rounds, it gains a free army point, which must be spent on a warjack.
Thursday, June 23, 2011
Impossible Dream
Monday, June 6, 2011
Campaign Round 1
Wednesday, June 1, 2011
Campaign Map
King and Country Campaign
Thursday, May 19, 2011
Unbound edit
The table is divided into 12 control zones (see map). A player controls a zone if he has models in it and there are no opposing models in it at the end of a round, starting on the second round. A player earns 1 point for controlling a zone on his side of the table, and 2 points for controlling a zone on the opponent’s side of the table.
Wednesday, May 18, 2011
Ambush in the Eastern Thornwood
Ambush in the Eastern Thornwood
An Epic UNBOUND Encounter
Supreme Kommandant Irusk looked out over the ruins of the village of Birchwood disapprovingly. His intelligence had told him that this was a thriving town that would make a good forward kommand post and base of operations for the Eastern Thornwood south of Northguard. What met him when he arrived, however, was anything but thriving – a desolate, eerily silent graveyard of broken walls and smoldering ruins next to the quietly gurgling river. His scouts reported that there were still a number of supply caches in the town, but that there were no signs of life anywhere to be found.
After thinking for a moment, Irusk decided that the town would still suit his purposes – it was ideally located, easily defensible, and could be easily repopulated once he achieved control of the area – the farmlands he had passed still looked largely intact. He had brought a large contingent of his army with him with the intention of using them to establish his base camp here, and it would make little sense to leave now.
He ordered his troops forward, and they began to advance on the town, weapons drawn but not as alert as they probably should have been. That changed when he heard the screams from up ahead. There were terrifying shrieks, an explosion of green balefire, and suddenly the mystery of what had happened to the town became much more easily solved. From the far side of the ruins and from the edge of the forest came hordes of Cryxian thralls and helljacks, charging forward like things possessed. Irusk mentally stoked his warjacks to full combat readiness and began yelling out orders to take positions. Today was going to be bloody indeed.
Summary:
The town of Birchwood is a strategically vital area on the edges of the eastern Thornwood Forest, situated near a small river and surrounded by farmland. Control of the town would be a huge strategic boon to whoever held it, allowing control over both the interior of the Thornwood from there, and also the surrounding countryside. Khadoran forces are moving in to solidify their grasp on the town, but when they arrive they find the town destroyed, and Cryxian forces laying in wait for them. A pitched battle commences, with two massive armies fighting for control of the ruins of Birchwood.
Scenario: Control the City
The table is divided into 12 control zones (see map). A player controls a zone if he has models in it and there are no opposing models in it at the end of one of his turns. A player earns 1 point for controlling a zone on his side of the table, and 2 points for controlling a zone on the opponent’s side of the table.
The first player to 20 points wins. The death of all the opposing warcasters/warlocks is NOT a win condition (though it'll probably help you considerably).
NOTES:
- This is an UNBOUND scenario, and follows the rules presented in No Quarter magazine.
- Be wary of effects that last for a turn, as the turn structure is different!
- Terrain is largely determined by the scenario. One side of the river is ruined city, one side is forest and farmland. Don’t whine about it, plan your army around it.
Saturday, April 23, 2011
Impossible Dream 2
Impossible Dream 2
Merc Country
Stannis Brocker 4pts
Steelhead Riflemen (10) 9pts
- Painted to match Macbain's Traitor Green
Steelhead Halberdiers (10) 6pts
- Painted to match Magnus' Exile Blue
Steelhead Halberdiers (10) 6pts
- Painted to match Macbain's Traitor Green
Drake Macbain (+6pts)
Nomad 6pts
- Painted to match Macbain's Traitor Green
Blythe and Bull 4pts
Dougal Macnaile 2pts
Magnus the Warlord (+6pts)
Kell Bailoch 2pts
51 pts
Friday, April 22, 2011
Cage Match, v3
C-c-c-caaaage Match!
Gladiatorial Combat for Warmachine and Hordes
Concept: A gladiatorial arena where cheering onlookers scream as warcasters and warlocks bring titanic ‘jacks and ‘beasts together in a brutal shower of blood and oil for their amusement.
Game Size: 15 points, Mangled Metal/Tooth and Claw rules, 2-4 players (ideally, though technically more COULD fit if everyone wants a crowded field...)
Deployment: For two players, 10” deployment on opposite sides of the board. For 3-4 players, each player deploys in a 10” by 10” square in a corner of the board.
Scenario: The Octagon: Mark a circle with radius 12” from the center of the table. This functions like a Killbox starting at the end of the last player’s 3rd turn.
Terrain: There should be a rough ring of hard terrain (walls, rocks, etc) marking the edge of the Killbox, as well as other pieces that encourage throws, slams, and other things to get bonus damage and points.
Scoring: Unlike a normal game, the goal here is to please the onlookers with violent displays, rather than just quick kills. Whoever has the most points at the end of the match wins! In the case of a tie, whoever got the most caster kills (or the final kill, in the case of yet another tie) wins.
Points can be gotten in the following ways:
- Performing a successful Slam, arm/headlock, headbutt, or one or two-handed throw: 1 pt
- Gaining an additional damage die from collisions with terrain or other models: 1pt
- Destroying a model with a Slam, one- or two-handed throw, or headbutt: 1 pt
- Killing a warcaster/warlock in Round 1: -3 pts
- Killing a warcaster/warlock in Round 2: -2 pts
- Killing a warcaster/warlock in Round 3 or later: -1 pts
Ending the game: The game is over when there is only one warcaster/warlock in play. Alternately, players could agree on a point limit.
NOTE: Only actual power attacks grant the point bonuses. Weapon or spell effects that have effects like power attacks (Combo Smite on a Marauder or Thunderbolt on Caine) do not provide points by themselves – but they could generate a point from inflicting an additional die of damage! Furthermore, power attacks generated from chain attacks still count as power attacks for the purposes of generating points.
OPTIONAL RULE: The Whim of the Crowd
Roll a 2d6 at the beginning of each round to see what the Crowd demands! Apply the effect to ALL players for that round.
- 2: Give him mercy!
o If a player destroys an enemy warcaster or warlock, they suffer -1 pt.
- 3: Kick him when he’s down!
o Weapons with the Open Fist ability gain Trash (additional die of damage against knocked down models)
- 4: Two Enter, One Leaves!
o You get +1 pt if your most expensive remaining warjack/warbeast destroys an enemy’s most expensive remaining warjack/warbeast.
- 5: Clobberin’ Time!
o Friendly warjacks and warbeasts gain +2 to Slam, headbutt, or one or two-handed throw damage rolls.
- 6: Hold him back!
o Arm/headlock power attacks give an additional +1 pt.
- 7: Pump the Crowd!
o Your warcaster or warlock can forfeit his activation to pump up the crowd. Because of their cheering and support, all your warjacks or warbeasts do not spend focus or be forced for power attacks, and get +2 to Slam, headbutt, one or two-handed throw, and arm/headlock power attack rolls.
- 8: Drive Him Down!
o Headbutt power attacks give +1 pt
- 9: Use the Chair!
o A warjack or warbeast with the Open Fist ability can choose to use a melee weapon in one hand during its activation. The weapon has a POW of 5 and the Knockdown ability.
- 10: Get Him Outta Here!
o Slams and throws move models an additional 2”
- 11: The Walls Have Spikes!
o Models slammed or thrown into obstacles or obstructions take an additional point of damage (on top of the normal additional die, but does not give an extra pt)
- 12: Finish Him!
o If a warcaster or warlock destroys an enemy warcaster or warlock, they receive +1 pt.
Thursday, April 14, 2011
C-c-c-cage match!
C-c-c-caaaage Match!
Gladiatorial Combat for Warmachine and Hordes
Concept: A gladiatorial arena where cheering onlookers scream as warcasters and warlocks bring titanic ‘jacks and ‘beasts together in a brutal shower of blood and oil for their amusement.
Game Size: 15 points, Mangled Metal/Tooth and Claw rules, 2-4 players (ideally)
Scenario: The Octagon: Mark a circle with radius 12” from the center of the table. This functions like a Killbox starting at the end of the last player’s 3rd turn.
Terrain: There should be a rough ring of hard terrain (walls, etc) marking the edge of the Killbox, as well as other pieces that encourage throws, slams, and other things to get bonus damage and points.
Scoring: Unlike a normal game, the goal here is to please the onlookers with violent displays, rather than just quick kills. Whoever has the most points at the end of the match wins! In the case of a tie, whoever got the most caster kills (or the final kill, in the case of a tie) wins.
Points can be gotten in the following ways:
- Performing a successful Slam, arm/headlock, headbutt, or one or two-handed throw: 1 pt
- Gaining an additional damage die from collisions with terrain or other models: 1pt
- Destroying a model with a Slam, one- or two-handed throw, or headbutt: 1 pt
- Killing a warcaster/warlock in Round 1: -3 pts
- Killing a warcaster/warlock in Round 2: -2 pts
- Killing a warcaster/warlock in Round 3: -1 pts
Ending the game: The game is over when there is only one warcaster/warlock in play. Alternately, players could agree on a point limit.
NOTE: Only actual power attacks grant the point bonuses. Weapon or spell effects that have effects like power attacks (Combo Smite on a Marauder or Thunderbolt on Caine) do not provide points by themselves – but they could generate a point from inflicting an additional die of damage! Furthermore, power attacks generated from chain attacks still count as power attacks for the purposes of generating points.
OPTIONAL RULE: The Whim of the Crowd
Roll a d6 at the beginning of each round to see what the Crowd demands! Apply the effect to ALL players for that round.
- 1: Hold him back!
--- Arm/headlock power attacks give an additional +1 pt.
- 2: Use the Chair!
--- A warjack or warbeast with the Open Fist ability can choose to use a melee weapon in one hand during its activation. The weapon has a POW of 4 and the Knockdown ability.
- 3: Kick him when he’s down!
--- Weapons with the Open Fist ability gain Trash (additional die of damage against knocked down models)
- 4: Clobberin’ Time!
--- Friendly warjacks and warbeasts gain +2 to Slam, headbutt, or one or two-handed throw damage rolls.
- 5: Give him mercy!
--- If a player destroys an enemy warcaster or warlock, they suffer -1 pt.
- 6: Finish Him!
--- If a warcaster or warlock destroys an enemy warcaster or warlock, they receive +1 pt.
Friday, April 1, 2011
Last Night's Battle Report
Thursday, March 31, 2011
Illerian Realms
The History of Dragonhead Bay
Your characters don’t know much about the history of the area. They know that Dragonhead Bay used to be part of the Illerian Empire, a human empire from the west that spanned the continent. The Empire was the light of civilization until the Plague of the Ten Sufferings. The plague swept through the Empire and wiped much of it out. Even worse, most of the plague victims rose again as the walking dead, and terrorized the countryside. A horde of these undead attacked Dragonhead Bay 20 years ago and breached the city walls. They destroyed many of the buildings and slaughtered most of the people of the town, though a few managed to hide and survive. Eventually the Templars rallied against them and defeated the horde, and the town was able to begin rebuilding itself.
Now there is a rather decent town built on the remains of Old Dragonhead Bay, though the inhabitants know little about the history or the surrounding area. The population is mostly poor farmers and artisans, and is mainly human, Halfling, and dwarf, with some elves, eladrin, and half-elves. Dragonborn aren’t native to the area but might have travelled through, and Tieflings are considered to be infernal agents and are generally unwelcome.
Magic is distrusted and feared by many of the common people, and is tightly controlled by the Society Arcanus, the Circle of Magi, a mystical order which regulates what magic can be learned, and by whom. They also are intimately tied to the Church of Pelor, especially its military arm – the Templar Order. These holy knights seek out infernalists and necromancers and kill them and their minions at every opportunity to protect the populace from their depredations. While they generally don’t interfere with the day-to-day occurrences of the town for the most part, they are an ever-present force, acting as a shield for the town against the dark things in the world.
The town is run by the Governor Arcanus, the Lord Mage of the local chapter of the Circle. Most towns exist with a similar structure of the Governor Arcanus, supported by the might of the Templars. She is the most powerful wizard in the local chapter, and the politics of the Circle are secretive and dangerous to anyone who gets involved.
The old Imperial Road runs through the town and connects it with the Dwarven city of Hammerfast to the south. Many of the Dwarves in Dragonhead have connections with Hammerfast, and trade moves between the two over the Road. Not much is known about the lands further away, and no one really knows what happened to Illeria, the capital city of the old empire.