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Escalation Campaign

The campaign is divided into five one-month blocks. Each month each player
will play each other player once, totally three games per player. Games start at 1,000
points and will increase by 250 points each month. Army lists cannot be changed other
than to add points in this way or to replace a dead hero. Campaign points are awarded for
painting the additional points on time, playing games, achieving objectives, and for how
well each player does in a four way mega battle at the months end. In addition, units and
characters can gain experience and level up, becoming mighty veterans by the campaigns
end. Each player should write a brief history of their army and any characters in the list,
evolving said story based on their games and army list additions. All right you don’t
have to do this but at least name your characters and army (and maybe units?) please?
It’s much more fun that way.

Campaign Points

Campaign Points: Mega Battle Campaign Points:

Victory Draw Loss 1st 2nd 3rd 4th


Month 1 10 5 2.5 Month 1 10 8 6 4
Month 2 12.5 6 3 Month 2 12.5 10 8 6
Month 3 15 7.5 4 Month 3 15 12.5 10 8
Month 4 17.5 9 4.5 Month 4 17.5 15 12.5 10
Month 5 20 10 5 Month 5 20 17.5 15 12.5

Unknown Objective Campaign Points: Painting Campaign Points:


At Start By middle By End
Month 1 1 (3 Possible) Month 1 10 5 2.5
Month 2 2 (6 Possible) Month 2 12.5 6 3
Month 3 3 (9 Possible) Month 3 15 7.5 4
Month 4 4 (12 Possible) Month 4 17.5 9 4.5
Month 5 5 (15 Possible) Month 5 20 10 5

Experience
Earning Experience:

Units: Surviving the Battle……………………..1 pt


Destroyed a unit or Character.…………..1 pt per
Directly achieved Unknown Objective…1 pt

Characters: Surviving the Battle……………………..1 pt


Destroyed a unit or Character.…………..1 pt per
Directly achieved Unknown Objective….1 pt
Killed Enemy in a Challenge……………1 pt per
Survived a Miscast………………………1 pt per

Leveling Up:

Level 1: 3 xp Units Cap at level three, Characters at level 6.


Level 2: 7 xp
Level 3: 12 xp Units that are wiped out or flee off the table lose D6 experience
Level 4: 18 xp points (min 0) and any associated abilities if they drop a level.
Level 5: 25 xp
Level 6: 33 xp

Abilities Gained:

Units: Roll a D6, re-roll duplicates.

1-2 + 1 WS or BS
3-4 + 1 Attack
5-6 + 1 LD

Characters: Roll 2D6, if a duplicate increase is rolled, use the other or pick one.

2-5 New Skill


6 Roll a D6, 1-3 = +1 S, 4-5 = +1 A
7 Chose +1 WS or BS There is a skill cap of three.
8 Roll a D6, 1-3 = +1 I, 4-5 = +1 LD Re-roll any further skill results.
9 Roll a D6, 1-3 + +1 W, 4-5 = +1 T
10-12 New Skill
Skills
Use the Mordheim Skills with the following changes:

Combat:
-Strike to Injure: +1 to hit rolls.
-Weapons Training: The model ignores normal number
restrictions for weapons purchasing. He can be armed with up to
four weapons (a shield counts as one weapon) and chose which
weapons/combinations to use each round of combat.
-Web of Steel: The model gains the Armor Piercing special rule.
-Expert Swordsman: Applies with all weapons.

Shooting:
-Pistolier: The model can shoot his pistols in combat. Use the
pistols strength, special rules, and number of shots as the
characters attacks. Roll to hit as for combat using the characters
WS.
-Weapons Expert: The model can carry several shooting
weapons and chose which to use each phase.
-Nimble: In addition if the shooting weapon allows moving and
firing the –1 to hit penalty for doing so does not apply.
-Hunter: The model gets +1 to hit when shooting at war beasts,
cavalry, monstrous infantry, monstrous cavalry, monstrous beasts,
monsters, and chariots.

Academic:
-Battle Tongue: General and BSB only. His Inspiring Presence
or Hold Your Ground ability is increased by 6” (to 18”).
-Streetwise: The Character and any unit he joins gain the
Vanguard special rule but the move is made up to their March
value, with a max of 12”.
-Haggle: The warrior does not pay for the first 25 points of gear it
has, including magic items. These points do not count towards any
points limit except the magic item points cap.
-Arcane Lore: Wizards only. The character knows one extra
spell.
-Wyrdstone Hunter: The character has a wyrdstone charm. This
counts as a Talisman magic item for all intents and purposes. The
model gains a 4+ ward save. Roll a D6 at the start of each game;
on a 1 the model takes a wound with no saves allowed.

Speed:
-Acrobat: The model has +1 initiative.
-Lightning Relfexes: The warrior gains the Always Strikes First
special rule.
-Jump Up: The warrior can re-roll failed initiative tests.
-Scale Sheer Surfaces: Models on foot only. The warrior gains
the Strider special rule for all kinds of terrain. In addition the
warrior ignores all move penalties for terrain and can even move
over impassible terrain, though his vertical movement counts for
his move distance. He cannot end his turn in impassible terrain.

Every model has access to each skill list. No skill can be taken more than once.

Injuries
If a hero dies in a game roll on the injury chart from Mordheim before leveling up
anyone. Modify the chart as follows:

Dead: The Character is dead. Remove him from your army list. You can use his
points in anyway your wish starting with your next game.
Robbed: The character loses any extra gear he has gained from previous skills or
mega battle bonuses (i.e. the wyrdstone charm or the treasure from month 2).
Bitter Emnity: Roll a D6. 1-3 he hates the character or unit that beat him. 4 he
hates the General of the enemy that beat him. 5 he hates the entire army that beat
him. 6 he hates all armies of the same army book that beat him.
Captured: The next game you play the character counts as an ambusher as he
makes his way back to the army. However to see how and when he arrives roll a
D6. 1 he shows up on an edge of the enemy’s choice. 2-3 roll again next turn. 4
he shows up on the players left edge. 5 he shows up on the players right edge. 6
he shows up on an edge of the players choice. If he doesn’t arrive he gains no
experience and counts as dead for victory points purposes.
Any result that makes him miss a game: The character instead starts that
number of his next games with –1 wound.

Unknown Objectives

In addition to normal objectives of each game, players each have a secret objective.
Secretly roll a D6 and consult the chart below. Write down which objective you rolled
and reveal it to your opponent at the end of the game or when you first use the associated
bonus.

Roll a D6 before each game.

1 Assassinate. The enemy General must be dead, fleeing, or have fled by the
games end. Bonus: Your characters get +1 to hit the General in a challenge.

2 Invade. A unit or a combination of units and or characters worth at least 25% of your
forces points must end the game in your opponent’s Deployment Zone (or Zones).
Fleeing models don’t count toward this total. Bonus: Your army is Resolute (cannot be
march blocked).

3 Capture the Colors. Your army must capture at least one standard from the enemy and
control it at the end of the game (i.e. they must break or wipe out a unit with a standard in
combat). If a unit breaks from combat any captured standards are lost in addition to your
own (they still count for your Victory Points at the end of the game though). If, after
deployment, you discover that your opponent has no standard, you must announce your
original Unknown Objective and then secretly choose a replacement (choose – don’t roll)
and write it down. Bonus: Your units gain +1 combat resolution for each enemy banner
they are holding.

4 Annihilate. Your army must destroy the enemy by reducing the enemy army to 50% of
its starting points value by the end of the battle. Units or models that are fleeing at the
end of the game or that have fled off the board count as destroyed. Note: If Blood And
Glory is being played, units that are alive at the end of the game do not count as
destroyed if the enemy army breaks! Bonus: Your army gains Hatred.

5 Hold Territory. Your Army must attempt to control the battlefield. At the end of the
game, divide the table into four quarters. You must control more table quarters than the
enemy. To control a table quarter, you must have a unit at minimum starting size in the
table quarter with no enemy units at minimum starting size in the quarter. Fleeing units
don’t count. Independent character models cannot control table quarters. Bonus: Your
army can re-roll failed panic tests.

6 Choose. Inform your opponent that you may choose your Unknown Objective. Secretly
choose any objective from those listed above for your army and reveal it when
appropriate.

Missions

Set up the terrain in a mutually


agreeable manner and roll a D6. On
a 1-2 play battle line. On a 3-6 roll
on the chart below.

1 Play Dawn Attack


2 Play Battle for The Pass
3 Play Blood and Glory
4 Play Meeting Engagement
5 Play The Watchtower
6 The player with the least Mega Battles:
campaign points chooses
one of the six available.
At the end of each month a mega battle will be played. Four player games follow
normal rules with the following exceptions.

Deciding turn order: For the first turn everyone rolls a D6 as normal. The highest
goes first, the next highest second, and so on. Each player gets a chance to steal the
initiative in the turn order they rolled. If it is stolen everyone else is bumped down a turn.
For every turn after the first a new turn order is decided. For this you need a cup and four
pieces of paper numbered 1-4. Each turn players take a piece of paper from the cup in
the reverse order of their last turns (i.e. whoever when last draws first, whoever went first
draws last, and so on). No player is allowed to have two turn in a row, if the player who
went last draws the, he automatically trades places with the player who drew the two. In
addition the player who went last in the previous turn can replace his paper and draw
again (accepting the second result even if it is the same or worse!).

Magic: Each defending player gets the number of dispel dice rolled. However,
they can only attempt to dispel a spell if the spell targets one of their units or characters.
If the spell targets multiple enemies then the owner of the closest affected unit to the
caster can attempt to dispel or pass; if he declines to do so then the owner of the next
closest affected unit can try or pass and so on. If the spell has no affected enemy (i.e. a
buff spell) then only the owner of the enemy unit closest to the caster can attempt to
dispel. Regardless, only one dispel attempt can be made per spell per phase.

Combat: When resolving combat in fights where three or more armies are
involved alter the combat system as follows. Count up the combat resolution points your
unit earned during the fight and compare it to each of the opponent’s scores. If your
score is the highest you win. If your score is the lowest, you lose combat by the
difference between yourself and the winner. If you are in the middle you lose combat by
the difference between you and the winner. In either event this represents your loses as
well as your fear at how ruthlessly the enemy slaughtered your common foe.

The biggest loser takes a break test and then moves his troops
if they flee. If they hold all three units hold and continue to fight. If
they flee move them their flee distance and the middle loser then takes
his break test. If he passes immediately reform both remaining units to
face each other and then move the victor as if he charged them (they
count as being in range, no need to roll). The fight will continue
between the two forces on the next of either player’s turns as normal
and neither side will count as charging. If the middle loser fails their
break test they do not flee. Instead the winner immediately reforms
and charges them (they count as in range, no need to roll). The middle
loser does not get to reform and the winner does not get to pursue, his
troops spend the time engaging the new enemy (they just lost to two
units, give them a break!). Fight during the next turn of the players
involved as normal and the winners will count as charging.
Mega Battle Missions:
Month 1: Annihilation! Play a on a square table with twelve inch table edge
deployment zones as per the Battle Line mission. No player may set up in the mutual
parts of their zones in the flanks, unless of course they are scouting. The game lasts six
turns. Victory is determined by the highest kill points earned. Whoever killed the most
points of enemy gets 1st, the next highest 2nd, and so on. In the case of a tie the player
with the most points left alive wins. In addition to points, the General of the winning
army gets a free level up which does not count towards his cap or add any experience,
just roll on the level up chart.

Month 2: Treasure! Play on a table with the same size and deployment as above.
Place an objective is in the center of the board. At the end of turn five roll a D6, on a 1-2
the game ends, other wiser play another turn. At the end of turn six roll again, on a 1-4
the game ends, other wise play another turn. The game ends automatically on turn seven.
The player with the model closest to the objective at the end of the game gets 1st, the next
closest gets 2nd, and so on. In addition to points, the winning player gets a free 25 point
magic item of the players choosing for their general. This does not count towards any
points limit except for the maximum allowed points of magic items.

Month 3: Arcane Necropolis: This game is played on a 4X6 table. Deployment


zones are in each of the corners and are 12” on the short edge and 24” on the long edge.
This leaves 24” between the zones. The objectives are three arcane spires. One is in the
exact center of the table and the other two are in the table’s center but 18” to either side
of the central spire, making a straight line that runs down the tables middle. A player
controls these spires by having the closest hero or unit to it at the end of the game. At the
end of turn five roll a D6, on a 1-2 the game ends, other wiser play another turn. At the
end of turn six roll again, on a 1-4 the game ends, other wise play another turn. The
game ends automatically on turn seven. The player that controls the most spires gets 1st,
the next most 2nd, and so on. In the event of a tie winners are determined by who is
closest to their spire. In game the spire imbue the closest character with their power. If it
is a wizard he generates an extra power die and gets +1 to all casting rolls. If he isn’t a
wizard he gets +1 attack and +1 strength. The spires also count as arcane monoliths that
cast spells during the magic phase of the controlling player.

Month 4: Gladiators! No armies are used this game, but each player
gets to use one or more of their heroes to win glory and honor for their side.
Each character picks one or more of their heroes (or lords) to fight. They
are allowed to spend extra points (i.e. in addition to army list gear) on their
characters but the combined total can’t be more than 400. Normal points
restrictions apply. This game is played on a 4X4 table, with each character
or team setting up in a 6” by 6” square in the corner. The game ends on turn
six. Whichever side kills the most points worth of characters is 1st, the next
highest 2nd, and so on. In the event of a tie whoever is still alive wins. The
winning character becomes stubborn for the rest of the campaign. If he is
already stubborn he gains a combat skill of the players choice.
Month 5: The final Showdown! Kill your rivals and claim the center! This game
is played on a 4X8 table. Each player gets a zone in a corner that is 12” on the short edge
and 36” on the long edge, leaving 24” between each zone. The objective is in the center
and counts as both an Arcane Monolith and a Wyrding Well. In adition it affects the
controlling character as the spires do in mega battle three. At the end of turn five roll a
D6, on a 1-2 the game ends, other wiser play another turn. At the end of turn six roll
again, on a 1-4 the game ends, other wise play another turn. The game ends
automatically on turn seven. The player with the closest General to the objective is the
winner. If all the generals are dead then the closest character can claim it. If all the
heroes are dead then the closest unit can claim it. He gets a bonus 10 campaign points in
addition to the normal 20 for winning the final battle.

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