Campaign Proposal
Hero/Army selection
A player may pick an army from any of the currently
available source books, with the following exceptions/additions(basically
including The Hobbit armies into the sourcebooks profiles):
Angmar list: Azogs hunters, The trolls
Moria List: Goblin town
Durins Folk: Army of Thror
Eregion and Rivendell: Elrond's Household
Wanderers in the wild: Thorin's company, radagast's alliance
Rohan: Men of Dale
Once a player picks an army list, they may play any hero in
that army and may ally with any other army list IN THAT SOURCE BOOK. Ex. If
I pick Harad and Umbar, I may ally with any other list in the Fallen Realms
source book, but not out of Mordor ( unless you have enough Kingdom Points,
which we will cover later ).
The goal, like it is every thursday night, is to take over
the world! How do we do this?
Expansionism, Imperialism and Conquest! The lands to the east and south of Mordor are
ripe for the picking! It is time to
build your empire abroad and bring wealth and honor to your western kingdom.
The people who inhabit this eastern land are drawn to power,
you must defeat your competition in combat in order to earn their trust, and
more importantly their trade. Every
western lord is on a stealth campaign to gather as many trading partners as
they can, without going to all out war with their neighbors back home. To that end you are secretly fighting battles
in the east, and, the politics in the western lands are tricky so neighbors
come in and out of alliances as everyone strives to become the imperialist
power in the east.
Each player starts out with a three hex area on the western
side of “known” middle earth, these may never be lost to or annexed by another
player. To gain renown, and lands, your
secret army must defeat your “friends” to gain hex tiles in the east. Every hex tile brings one Kingdom Point,
which are calculated every week, and are not cumulative. You may freely swap tiles with other players, negotiate at your own risk.
A win will allow players to claim up to three hex tiles that
are unclaimed, a loss means you gain nothing.
If there are no free hex tiles that you wish to claim, you may annex up
to 2 of another players hex tiles. Players
may also do both, a win will allow a player to annex 1 tile and grab 1
unclaimed tile. That is it though, a ?
v1(win) allows:
1)Grab up to 3 free tiles
2)Annex 2 of another players tiles
3)Annex 1 tile and claim 1 free tile
a 2(win)v ? allows:
1)The winners may grab up to 2 free tiles each
2)The winners may annex 1 tile
Hex tiles MUST be in groups of three or more to be stable.
But why annex then Jobu?
Well, if you win the next week after annexing tiles from another player,
then you can annex another two or grab free tiles that connect to the annexed
tile(s). If the player does not win, or
somehow negotiate a tile swap, those tiles revert back to free tiles. Only tiles with some land on them may be
claimed. Open water may not be claimed
unless it is an inland lake.
Each tile in your favor gains you 1 Kingdom Point (KP), at
the end of the campaign the player with the most KP's win. Kingdom points are calculated once a week, on
friday.
What do KPs bring you?
They allow allies, they allow buying priority once a game,
they allow an extra fate to be given to a unnamed/named hero, they allow you to
deploy a specific terrain piece, and maybe something else if I can think of
it. You may only pick two of the following
and they may not be from the same list:
1)A force of renown(based on # of models, no points values) allows allies outside the sourcebook, still limited to good with good and evil with evil:
Spend 3 KP's and you may ally up to 25% (or one warband,
whichever is larger) with another force using only unnamed heroes.
Spend 9 KP's and you may ally up to but not over 50% with another
force using only unnamed heroes.
Spend 15 KP's and you may ally up to 25%(or one warband,
whichever is larger) with another force using a named hero.
Spend 30 KP's and you may ally up to 50% with a named hero.
2)I swear it was Deja-Vu:
Spend 6 KP's and you may automatically have priority for one
turn, must be used before priority dice are rolled – NO EXCEPTIONS
Spend 30 KP's and you may do it after the dice are rolled.
3)Luckiest Red Shirt:
Spend 3 KP's to give an unnamed hero an extra fate
Spend 20 KP's and give a named hero an extra fate
May only be given to native heroes. i.e. no allies
4)Brick in the wall:
Spend 3 KP's and you may remove one piece of native terrain
from the table before armies have been deployed.
Spend 6KP's and you may place one small ( about the size of
a DVD) non-native terrain piece anywhere on the board.
Spend 9 KP's and you may place one medium ( about 2x DVD )
non-native piece of terrain in your deployment area.
Fortunes/Fates
Hero of renown-You may nominate one hero in your army, that
hero now acts as a banner for native troops( not allied ones).
Heroic Intervention-One nominated hero may call heroic
fights without using any might.
Courageous charge-You may nominate one hero, during the game
all units who begin the turn within 6 inches of that hero will automatically
pass all courage tests.
War Chant- You may nominate one hero, during the game all
models who begin the turn within 6 inches of that hero cause terror.
Faltering nerve-Before priority and for the duration of the
game you may nominate one enemy hero, if that hero wishes to use might the
controlling player must role a d6, on 4+
nothing happens and the might is used normally, on a 3- the might does nothing
and is lost. This is only effective on
the first might that hero spends each turn.
Ancient Lore-If a model or hero is the victim of a magical
power, any native or allied hero within 12 inches may expend will points to
help the model resist, the dice are added to the regular resist roll. This is only allowed to be spent to resist
magical powers.
Good Counsel- Before priority and for the duration of the
game you may nominate one friendly hero, if that hero wishes to use might the
controlling player must role a d6, on 3-
nothing happens and the might is used normally, on a 4+ the might is free. This is only effective on the first might
that hero spends each turn.
Counterspell-Nominate an enemy spellcaster, during the game
if a spell is successfully cast that caster must reroll all the dice used to
cast. The second roll stands.
Mithril Coat-At the beginning of a turn declare this
fortune/fate. All wounds during the turn
may be rescued on a roll of 5+. Use
this before rolling fate on heroes.
I claim Khand, the hex with Khand in it, the hex to the south and southwest as my realm.
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