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Hello all, A quick introduction first. I want to run a kill-team campaign at my local GW and I wanted to introduce an element of progression to tie in the games. One of my favorite games, Mordheim, always felt like it had an incredibly in-depth progression narrative. It genuinely felt like each game was part of the broader story. The dilemma, of course, is that this being a public GW event, I have to keep the paper trail as small as possible and avoid over-complication. Folks tend to lose interest pretty fast when they spend more time trying to understand how to play the campaign then actually playing it. So in the interest of this, I decided to nab two aspects of Mordheim and omit the rest. So here are my campaign rules, written as succinctly as I can. Killteams will be written out on a Mordheim warband sheet. Killteam Campaign Rules - Write a kill-team list as you normally would, the 3 specialists and the leader are "heroes." Leader picks a leader trait and keeps it throughout the campaign. Note: choosing "Been There, Seen it, Done it" will reduce number of maximum specialists you can have. - - Fill out first 25 blocks for the leader and 8 for the specialists (their starting XP) - Divide remaining models by wargear into "henchmen" groups - The Leader earns 1 XP for every model they slay, 1 XP for surviving a game (fleeing off the table counts as surviving), and 1 XP if you win - Specialists earn 1 XP for every model they slay and 1 XP for surviving a game (fleeing off the table counts as surviving) - Henchmen earn 1 XP for surviving a game with at least 1 model from their group (fleeing off the table counts as surviving) - Upon reaching a bolded block, the Leader and Specialists roll on the following table: 2-5: New Skill! The specialist gets to pick another special rule from the same specialization. The leader gets to pick another leader trait or a warlord trait from their faction's warlord table. 6: Combat training. Roll another d6. 1-3 = +1 Strength; 4-6 = +1 Attack. 7: Honed talents. Choose either +1 Weapon Skill or Ballistic Skill. 8: Developed Intuition. Roll another d6. 1-3 = +1 Initiative; 4-6 = +1 Leadership. 9: Hardened Constitution. Roll another d6. 1-3 = +1 Wound. 4-6 = +1 Toughness. 10-12: New Skill! See 2-5. - Upon reaching a bolded block, a Henchmen group rolls on the following table: 2-4: Discipline. +1 initiative. 5: Conditioning. +1 Strength. 6-7: Well drilled. Choose +1 Weapon Skill or Ballistic Skill. 8: Inspired. +1 Attack. 9: Indoctrinated. +1 Leadership, 10-12: The Lad's Got Talent! One model in the group becomes a specialist. If you're at the maximum number of specialists, roll again. The new specialist starts with the same experience as the henchmen group had, with all his characteristics increases intact. Choose a specialization as if making a new armylist (cannot be one already chosen by a different specialist). Make one immediate roll on the Specialist advancement table. The remaining henchmen roll again on the table, re-rolling 10-12 results. - Other kill-teams will be treated as the appropriate allegiance in Warhammer 40k: The Rules. During multi-player games, the leaders of all of the killteams on the winning side get +1 EXP for winning. - Disregard references on the sheet to warband rating, injuries, gold crowns, or wyrdstone. Once your armylist is written, it cannot be changed. You can disband your kill-team and recruit a new one, but all experience and advances are lost. - Every month will have a mega-battle at the end. During this mega-battle, your kill-team will be united into a single unit (even if during armylist writing your kill-team was made up of several units), maintaining all stat increases and special rules, fighting together to take on a great foe. Performance during the mega-battle rewards players on the path to being Champion. There will be three victors declared at the end of the campaign. The first will be the General: the player whose leader has the most experience (battle to the death in the case of a tie!). The second will be the Standard Bearer: the player whose army looks the best (this will be a vote). The third will be the Champion: best performance during mega-battles. - End - My hope is to make games quick, fun, and to keep incentive going. I want to see the same kill-team show up every month improved, stronger, and more capable than last month. I don't want players to get bogged down in debating whether to make a new list because so-and-so died, or to restart their killteam over and over. Also the economy in Mordheim is incredibly well done, but I feel that it can lead to a snowball effect that I want to avoid. What do you all think? Is this simple enough to keep players from getting bogged down in unimportant minutia? Also is my plagiarism of Mordheim's hero advancement/ henchmen advancement tables enough incentive to keep the campaign going? There will be end-of-campaign prizes that I intend to supply, but they're pointless if I can't keep people interested. I was thinking that the ideal time-line would be 3 months, ending around Christmas (just in time for everyone to have a bunch of new armies and goodies to work on, so naturally when I expect interest to wane). Next up: characteristic increase maximums.
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