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> [Mordheim] Idee sparse per una Campagna
TheRuler
messaggio5 Dec 2011, 10:58
Messaggio #1



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Una delle campagne piu' facili da gestire ed allo stesso tempo appaganti e' la Campagna dei quartieri. Apparsa molti anni fa direttamente su una rivista GW (non ricordo se White Dwarf o Chaos magazine).

CITAZIONE
LA CAMPAGNA dei QUARTIERI

La città è divisa in N quartieri. Si moltiplica il numero giocatori (Max 11) x 7.
Ogni banda inizia con 6 quartieri in suo possesso più il campo base (per essere chiari non sono di proprietà esclusiva, ma sono semplicemente zone dalle quali ogni banda sa come trarne i relativi vantaggi).
I quartieri verranno aquisiti la prima volta tirando sulla tabella di generazione quartieri (vedi più avanti).
Il vincitore di ogni partita potrà RUBARE un quartiere (determinato a caso) al giocatore perdente, solo se quest'ultimo avrà almeno 4 quartieri compreso l'accampamento base. Nel caso in cui un giocatore con l'accampamento più 3 quartieri dovesse perdere la partita, esso non perderà nessun quariere ed il vincitore non ne guadagnerà alcuno.
Il beneficio di ogni quartiere verrà calcolato dopo la normale procedura di ricerca della malapietra e prima della fase di reclutamento da entrambi i giocatori in base al numero di eroi in piedi alla fine della battaglia (NON andati fuori combattimento):
EROI BENEFICIO
0 nessun quartiere
1 1 quartiere a scelta
2-4 2 quartieri a scelta
5-6 3 quartieri a scelta

Verrà dichiarato vincitore della campagna il giocatore che si aggiudicherà il possesso di un determinato numero di quartieri, stabilito in base al numero di partecipanti come riportato nella seguente tabella:
N' Partecipanti Quartieri da possedere
3 9
4 10
5 11
6 12
7 13
8 14
9 15
10 16
11 17

In tale numero è compreso l'accampamento base, quindi nella nostra campagna da 5 giocatori saranno 1(base)+6(iniziali)+4(da rubare).

TABELLA DI GENERAZIONE QUARTIERI
vedi link per tabella formattata wiki.


Doveri del GIOCATORE dopo ogni partita (e comunque prima di quella successiva):

Upload del Nuovo Roster con le variazioni derivanti dalla partita appena giocata
Aggiornamento tabella CLASSIFICA: “Numero Quartieri”, “Tipo Quartieri”, “Partite” e “Avversari incontrati”
Aggiornamento tabella ROSTERS: ”# Modelli” e “WBR”
Mandare via Mail a tutti un veloce resoconto delle compravendite, tagli e/o modifiche eseguite.
(Opzionale ma gradito) Resoconto della battaglia.


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TheRuler
messaggio15 Dec 2011, 15:27
Messaggio #2



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Scenario Rat's Lair (utilizzando il dungeon beneath the city). Cooperativo/competitivo per 3-5 persone.

La citta' di Miragliano e' infestata dai ratti e usano come tana il suo sistema fognario. Il sindaco ha deciso di mettere una taglia su quelle creature putride. Per ogni testa di ratto che verra' portata in superfice l'eroe ricevera' un adeguato compenso in corone. Si accettano adesioni al centro della piazza della citta'.
A caccia!



Per i novizi, e per non perdere tempo a preparare il roster la sera della partita, ho gia' preparato 4 squadre predefinite composte da 4 modelli ciascuna di sorelle, middenheim, reikland e cacciatori. Allego i rosters in formato html ed army builder sia in italiano che inglese:
File Allegato  rosters.zip ( 37.25k ) Numero di download: 121


Seguendo le regole delle partite one-shot (dove si possono comperare avanzamenti/skill ecc) e' comunque possibile comporre la propria squadra con i seguenti vincoli:

La squadra deve essere composta massimo da 1 capitano, 2 eroi (anche truppa passata ad eroe) ed 1 cane (assegnato come equipment ad un modello). Un Totale quindi di 4 modelli.
Ogni eroe deve essere equipaggiato con Rope&hook (corda e rampino) e nella squadra deve esserci UNA lanterna assegnata ad un eroe.
max 500 corone (anche se sono 503 corone non mi formalizzo certo).


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TheRuler
messaggio3 Jan 2012, 15:22
Messaggio #3



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Questa pagina contiene TUTTI gli scenari mai pubblicati per Mordheim su pubblicazioni ufficiali. Oltre tutto Catalogati.

ci sono scenari alternativi mooolto carini, come la corsa dei carri:
Customized Rule: The Races
By: Tachyon, with help from: Tommy Punk, and the Mordheim mailinglist.

BACKGROUND:
Ilmner smiled, this Mordheim business had given him great successes. He started to think about his past, as he too had come here to find fame and glory, and of course, riches. He too had been member of the Warbands that had ventured into the city and fought everything inside, to lay hands on some of that Wyrdstone. "Ah those were the days.", thought Ilmner.
At one time, one of those abominations of nature with an extra arm had wounded him badly, so badly that his left leg had to be cut of, and since then things went downhill for Ilmner. He couldn't venture in the city any more, and without that there was no income for him, and his hidden stash of money was growing smaller and smaller.
Until that lucky day, when some pompous fat Baron from the Empire had brought his men under the roof of the Twisted Goat. He had driven in on a chariot, and his luggage stored on another. When he approached the Baron to beg for some food, he was mistakenly seen as some stall boy and was ordered to take care of the horses and the chariots. A shiney Gold coin was tossed towards him.
Who would have guessed, that these chariots would be the first of many to follow, when a few days later the Baron and his men were slain in the middle of Mordheim. Today, Ilmner goes by the title of Track Master, and he is famed for organizing the races held around Mordheim, or when the price was right even trough some parts of it. A chance for bored nobility to purchase some excitement, creating a steady income for Ilmner in amounts he never even dreamed about during his adventuring days.

The Races:
Ilmner organisms races around Mordheim regularly. Two (or more) horse- pulled chariots race against each other for 3 laps around the City of Mordheim. The first chariot to succeed in this has won the race. Each chariot can have up to two drivers, the players decide who 'volunteers' and whether one or two of these 'volunteers' will control their warband's Chariot.

SET UP:
Mark a start/finish line outside your Mordheim city scenery and place the chariots behind it. When the race has started, this line will also be the finish line. The first chariot to pass this line after the 3 laps, has won the race.

INITIATIVE:
To randomly create initiative each player rolls a D6 at the beginning of each turn, the player with the highest roll has the initiative for that turn (Reroll when both dice come up equal).

MOVEMENT:
Each chariot us pulled by two horses, and will move with the speed of 3d6 inches per round in the direction the player chooses. When a chariot has two drivers its movement is impeded with -2".

BUMPING:
When the two chariots bump and collide against eachother to struggle for the best position several things can happen, so when both chariots bump into each other both players roll a D6:

Bumping chart:
1-2 The chariot has become uncontrollable,
roll scatter dice for direction for the next turn
(Or spin a bottle blush.gif.
3-4 The chariot has been impeded,
Movement is at -1D6 for the next turn.
5-6 Nothing happens.

The player who initiates the bump/collision can brace himself for impact and thus will receive a +1 modifier to the Bumping Roll.

BETTING:
Besides the honour of winning the race, there is another reason to Race besides glory and fame... Money!

Before the race start both players agree upon an amount of money which will be the ante for their bet. Ilmner will guard the money and claim 25% of the total sum to cover the cost of organizing the race and keeping the chariots in shape. The winner of the race will thus get 75% of their initial bet, but in addition the winner also will get (1D6)/6) * the initial bet from other wagers among the crowd of the Race.

Example:

Both players agree to bet 100 GC, totaling the bet to 200 GC. Ilmner takes 25% (50 GC) to cover his cost, meaning that the Winner of the race will get 150 GC, minus his initial bet of 100 GC means he has now earned 50 GC. The winner then rolls a D6 (say he rolls 3) gaining another ((3/6)*100) 50 GC totaling his winning to 100 GC.

SHOOTING:
"HEY! Where did that come from?"
As the stakes are high, each player can sneak up to two of the warband's members with missile weapons into the outer skirts of Mordheim. They can shoot, as normally as is described in the Mordheim Rulebook, at the chariots to try and make sure their chariot wins. As this is highly illegal each shooter can only shoot once per lap, as they pop up, shoot, and hide again to prevent discovery. Consequently, as they only have a small window of time to shoot, and the chariots race by and the dust flares up shooting is at -1 to hit. This also means that no shooter can be deployed at the side at which the start/finish line has been laced, and each shooter has to be placed at least 8" away from the nearest model.
Deploy your shooter(s) alternately, roll a D6, the player with the highest score may place the first shooter.

Also, when the chariots are within 2" of each other roll a D6 when the archer hits:

Melee Firing Table:
1-3 Your own chariot is hit.
4-6 Your opponent's chariot is hit.

When a Chariot is hit roll a D6:

Missile Hit Table:
1-2 You've hit the horse(s).
3-5 You've hit the Chariot.
6 You've hit the Chariot-driver(s).

Roll to wound as normally and as is described in the Mordheim Rulebook.

When a horse is shot down movement of the chariot is reduced with 1D6, for the rest of the race. When both horses are shot down, the chariot stops and cannot move further, consequently the other team has won.

When the chariot is hit, nothing happens.

When a driver is shot down, and the chariot has no more drivers the other team has won, as the chariot will now drive aimlessly as the horses aren't directed anymore. When one of the two drivers is shot down, nothing happens (except for the movement restriction, which now has been removed) as there is still one driver to control the horses.

Tachyon.

o i duelli:
Gun duels in Mordheim

By Steven Gibbs <Steven.Gibbs@transamerica.com>

with help from the Famous Duelist Donato,

"You have insulted me for the last time" Elregar shouted. "I demand
satisfaction"
"When and where?" Orczy replied nonchalantly.
"Tomorrow at dawn, in the street in front of the Twisted Goat"
"Very well Tomorrow."
Dawn came quickly and Elreagr and Orczy met in front of the inn. The
sun was rising banishing the early morning mist and the sky was
bleeding.
Elregar turned to Orczy, "Today is a good day to die."
Orczy winked and replied, "But a better day to live."
A crowd had gathered to watch the duel despite the earlyness of it.
Donato held forth the box containing two dueling pistols. "Choose your
weapon," he said.
The two men selected their weapons.
Donato explained the rules, "You will stand back to back, take six
paces turn and wait for me to drop this cloth." He held forth a red
strip of cloth. "When the cloth is let go you may fire. Any questions?"
None. The two men stood back to back took their six paces and aimed
their weapons. Both waited for the red cloth to fall.

Duels in Mordheim

Duels may happen in Mordheim between regular games or for quick one on one battles. In dueling there is a code of honor.

Dueling Code of Honor

The duel is between the challenger and the challenged, only they may participate
In a pistol duel you will stand and shoot at each other (no charging)
No extra weapons may be brought.
The judge will provide you a weapon if you don’t have it for the duel
The weapon must be returned to the judge after the duel
Any special skills you have may be used
Only leather armor is allowed
Shields and helmets may be used if both players agree
Magic is right out
Drugs are in
Failure to follow any of these will result in no experience points gained for the duel

Hero’s may challenge other hero’s to duels outside of regular games. This challenge may be issued due to the fact they lost the last battle, are avenging the death of a fallen comrade, they insulted your mother, drank your beer, or whatever you want to challenge an opponent for.

A captain MUST challenge the opposing captain if he wants to fight a duel. He may not challenge a "normal" hero. Heroes may challenge other heroes or even a captain.

The hero who is being challenged to a duel may do two things:

Decline the duel - If the hero declines the duel, the hero that challenged him counts as a Fear-causing creature to him for the next battle the two warbands fight in.
Accept challenge - if the hero accepts the challenge, he may choose the weapons to fight the duel with, either the sword or pistol. The judge (an imaginary one unless some one wants to create a character for him) will supply the weapons needed for the duel. He also holds the bets.

Sword - Place both models in Close Combat (base-to-base), Neither hero counts as charging (this is an exception to the rules) and the hero with the highest Initiative attacks first. Treat this duel as a normal combat situation from now on.

Pistol - When using normal pistols, place both heroes 6" apart from each other. When using dueling pistols place both heroes 10" from each other. Roll a D6 and add Initiative for both heroes. The one with the highest score shoots first. If it is a tie both players fire at the same time and both are resolved simultaneously. Repeat until a hero is injured. The judge will supply a freshly loaded weapon for each round. First hit that damages wins.

Betting

Either side may wager on which champion will win. Both players agree on the amount they will bet. The judge will hold the money and retain 10% for his fee and for supplying the weapons. The winner will get to keep 90% of the winnings. He will also gain 1d6*6 from spectator’s bets.

Experience

Both players gain 1 experience for participating in the duel (after all even the loser would learn something). The winner gains 1 for taking his opponent OOA or 2 if he kills his opponent (the winner has a chance to gain 3 experience not 4).


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berger00
messaggio3 Jan 2012, 16:32
Messaggio #4





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ciao lo scenario rumors 29 mi sembra proprio carino!!
tieni conto che lo scenario è a 4 giocatori, la ricerca si restringe.

con questo scenario entri ufficialmente nella campagna che stimo facendo, poi tu ed io dobbiamo metterci al lavoro per una mega campagna seguendo le regole dei quartieri, da organizzare magari sotto forma di torneo verso febbraio marzo

che ne dici?

ciao

p.s. fatti la banda per domani sera
 
TheRuler
messaggio19 Mar 2012, 15:27
Messaggio #5



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Segnalo una idea che ho letto su un forum circa la gestione degli scenari multiplayer.

Normalmente il turno verrebbe svolto individualmente da tutti i giocatori in sequenza casuale (dado iniziativa lanciato ad inizio turno). Il nuovo turno invece si svolgerebbe nella seguente maniera:

1- tutti i giocatori tirano 1d6
2- fase di movimento (e quindi carica) in ordine di risultato sul d6
3- tutti i giocatori tirano 1d6
4- fase di tiro in ordine di risultato d6
5- fase di corpo a corpo (in ordine di carica o iniziativa del singolo modello).

Secondo me e' una house rule FANTASTICA.


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