Friday 10 April 2015

Starting the campaign

In the year 1999 of the empire many portents of doom were witnessed; two headed calves were birthed and rivers ran red as though the ground itself were grievously wounded. In the sky, a twin tailed comet could be seen traversing the heavens and in the city of Mordheim a madness descended.
The city became a hotbed for riotous behaviour and lewd acts; the citizenry descending into a primal state where all was permissible. The devout locked themselves away, praying for salvation and deliverance from the horrors being committed on their very doorsteps. That salvation arrived as the comet struck the city. The survivors wept tears of joy for surely Sigmar had heard their pleas and the saviour of their city, nay the empire itself, was sure to emerge.
In the days and weeks that followed however little changed, except the shadows drew ever nearer and now it was not just lone wanderers who would disappear never to be seen again. Screams rend the pall of silence, and sinister giggling can be heard coming from everywhere and nowhere. It is into this damned city the brave and foolish venture, seeking riches in the form of wyrdstone brought forth by the comet's impact.

Having been introduced to the Hobby two years ago I have swiftly become an avid follower, and on the back of Killteam have found that I prefer the small scale skirmish games. When I found out there was a fantasy one that included RPG elements I pounced and have since been absolutely hooked.
I am fortunate enough to have met other like minded individuals and we have begun to play Mordheim fairly regularly, recently having a tournament at our last Gamesday. After earlier attempts to run a campaign proved unwieldy, interest died down until recently. This is a log of our resurrection of that great beast.

House rules.
To maintain interest, I looked for inspiration and ways to keep the campaign going. These are the ones that made the final cut.

  1. The main campaign will consist of a series of mini-campaigns which will last 4 games nights. These may have additional storylines running through them (if our imaginations aren't dulled by modern media too much)
  2. The mini-campaigns will be points based, with 2 for a win and 1 for a loss. Points are only awarded on games nights during the campaign.
  3. However, games are not restricted to games nights. These can be played anywhere, any when but no points will be awarded. In addition any serious injuries are carried both into and out of the campaign.
  4. At the end of each mini-campaign, the winner will be the warband with the most points (obviously)
  5. Warbands are limited to those deemed official by the  Mordheimer website. (Exceptions are: Black Orcs who seem to be a variation on 'Da Mob Rulez' warband)
  6. Warbands are retired when their leader achieves max exp. They then become a Dramatis Personae who retains all skills, stats and equipment and can be hired for 100gc with an upkeep of 35gc.
  7. The retired warband may continue with D6 randomly chosen members. To choose between heroes and henchmen roll a D6; a 1 or a 2 means a random henchman stays, 3+ a random hero stays. 1 hero is randomly promoted to leader.
Optional rules.
  • Each player puts £1 into a pot at the start of the mini-campaign. This then goes to the player with the most points at the end.
  • The losing warband loses D3 randomly chosen members to the vicissitudes of the city.

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