A "BasementHammer" approach to rules fixes, core scenario options and expanding the game, both for Warhammer Fantasy and Mordheim.
The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

This is our game, and we should strive to make it as good as we can.
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Saturday, January 28, 2017

Mordheim - 'The Enemy Within': new objectives

My apologies for the slow releases... it takes some time to partition time away from work these days, and get everything from scribbles of rules to a formatted page. Here are three new Objectives for 'The Enemy Within'.



The third of the 'evil warbands'  objectives, "The Cabal" lets warbands with spellcasters to run an underground cult of lore-seekers and researchers of the dark arts. The path is available to both Chaos-worshipping Human warbands as well as undead. The objective is to amass arcane items and magical grimoires, with a steady stream of sacrifices.
Progression along this objective is mainly achieved through acquisition of items (either as loot, purchased or located during visits to Locations). There is less emphasis on winning certain scenarios to gain Campaign Points (although the required items can be found in some specific scenarios).
Ultimately, the warband's final ritual will require the sacrifice of 6 priests, which they must secure beforehand. Their goal is to unleash a ritual to forever change the face of the province, with them as it's masters.



"The Wardens" are the countryside law enforcement: Roadwardens, Riverwardens, local constables and militias officially sanctioned by the local rulers. Similar to the "Guarding of the Peace" Objective in Mutiny in Marienburg, this warband's objective is to arrest criminals (especially ringleaders), track down and uncover the hideouts of felons and cutthroats, as well as expose plots that fuel Enmity between Imperial provinces.
This promotes the warband to invest in the Exploration phase (to find enemy encampments), as well as take the fight to criminals and savage warbands, so they can arrest as many Heroes as possible, with extra rewards granted for captured Leaders. Importantly, their investigations allow them to share the location of enemy encampments to allies. Finally, "The Wardens" earn rewards for playing scenarios that allow them to remove Enmity between Factions, as they unmask plots that have kept the tension rising.
Accomplished warbands following this objective will be able to strip legal immunity from certain Heroes, and can call on Roadwarden reinforcements as well as requisition transport from the local authorities.


"The Sellswords" is a military progression Objective. Their goal is to successfully defend or attack military outposts, take out enemy Leaders, propel their commander to success and raze the strongholds of invading warbands. 
You can see how this objective synergizes very well with "The Wardens' " ability to find enemy encampments. This type of objective also promotes the warband's investment in their own encampment: the more they build up their base of operations, the more their reputations rises. They are also able to expand their warband's maximum size and get free recruits when they suffer casualties fighting certain enemies.
Eventually, the warband will be granted its own estate to build up their stronghold (and the Leader can claim the title of Baron). To win the campaign, the warband must fight the most powerful group in the campaign, and not only force them out of their encampment but meet them in the fields of battle. This is where both warbands will expend their resources and influence to amass a small army and decide each other's fate once and for all.

Some extra work may still be required on these Objectives, and I would like to make sure each of their 'Campaign Win' scenarios be memorable events. Keep an eye out as I release more material.
Still have 'The Raiders', 'The Seekers' and 'The Zealots' to publish.

Roll high and prosper.