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.