Tuesday, 18 November 2014

Malifaux Campaign - Mark 2

Months ago I briefed some rules for a Malifaux campaign. I figured with Sunderland games club having a regular group of faux gamers it would be great to have a campaign. I have rehashed the rules so that it fits better with the local scene. With any luck it will help keep players of all interest levels interested. Let me know what you think:

Malifaux Campaign

 In this campaign each crew will be operating its own crime syndicate, from humble beginnings to Mafia overlord. Each player will submit a fixed 50ss list to be used from the start of the campaign. As the campaign progresses, your pool of models will increase alongside your territory. This will be explained further below.

This section of Malifaux is beyond Guild control, they simply do not have the forces to intervene. It has been deemed more efficient to ‘sponsor’ various ‘pillars of the community’ to act on their behalf.  This often comes in the form of sponsoring hits on gang leaders to prevent one party establishing enough power to create a worry. As such, when players are selecting their forces, the player with the least number of territories adds the difference to their cache (this may take the cache above 7, but no more cache may be bought if this happens). These Soulstones may not be spent on additional models and are just to be used in game.

The map is made up of sections. Each of these sections will be either neutral, or be influenced by one of the players. The more sections you have influence over, the more power your crew will have. Each player will have a base of operations, this may not be contested (see below) by opposing players. When you expand and seize new tiles they need to be connected to your base. To be connected there needs to be an unbroken chain of influenced sections between your base of operations and the section. Expansion will be explained further down.

Some map sections will also have a business. This can be anything from mining to whoring. When you have the majority of each kind of business on the map you are said to have ‘monopoly’ of that business. For each monopoly selected you increase the models available to your crew:

Number of monopolies
Total SS of pool
0 monopolies
1 monopolies
2 monopolies
3 monopolies

What it means by ‘pool’ is that when you may select your crew at the beginning of each game selected only from the models in your pool to the value of 50ss. Summoned models don’t need to be included but upgrades do.

If a player has three monopolies, then they have won the campaign.

 As previously stated, as soon as one player manages to claim 3 monopolies, they have won. However, the campaign will only go on for 3 months. If no one has achieved victory at the end of 3 months, the player with the most territory sections wins.

 Each turn in Malifaux will result in a number of missions being generated. This number of missions is equal to the number of players divided by two, rounding up. E.g. if there were 4 people playing there would be 2 missions generated (4/2=2) but if there was 5 there would be 3 (5/2=2.5 round to 3). Each of these missions will be generated by flipping a card and comparing it to the relevant scenario in the chart provided in the story section of the Malifaux rulebook and flipping two cards for schemes just like in a normal game of Malifaux. Once all missions have been revealed, the player with the least territories may choose whether they want to select their battleground first or last. The other players will then select in ascending or descending order depending on what the other player selected.

 Once players have taken part in the various scenarios, the winner may select a map section to claim. They will also gain loot, further explained below.

When you select a section for your crew to gain influence over you may select sections already controlled by another crew only if it was the result of winning a game over that player. That way players have a chance to defend their territories or avoid risking conflict and not chose the same battlefields as the invader!

Winning battles will also provide loot to the victor’s leader. The type of loot won in the mission is determined at the same time as the mission, so people know what they are fighting over. To generate simply flip a card and compare it to the table below. These only effect your leader and last for one game:

Black Joker
Cursed: This model may choose to reduce the damage by a friendly model within 6” by 1 and take 1 wound which may not be reduced or prevented in anyway.
From the Shaddows: This model may deploy anywhere on the table that is not within 6” of the opponents deployment zone. This model may not take interact actions on the first turn.
Armour +1: Reduce damage suffered by this model by 1, to a minimum of 1.
Prepared field: Any model which charges this model must take damage as if entering hazardous terrain.
Once per game, this model may gain the fast condition at the start of its activation
Select one piece of terrain on the battlefield in your next encounter, after determining deployment zones and who is in which zone, this terrain counts as hazardous for the rest of the game.
Hatred: Select one model in the enemies’ crew. Against this model you get positive attack flips.
Fated: This model prevents one additional damage when using stones to damage prevent.
Distracted: Whilst the enemy leader is within line of sight of this model, the enemy leader may not take interact actions
Companion: This model may activate as a chain activation if another friendly model finishes its activation within 6” of this model.
Accomplice: Another friendly model may activate as a chain activation if this model finishes its activation within 6” of it.
Infiltration: Pick one model in the enemies’ crew, this model has negative attack flips against this model for the duration of the encounter.
Empowered: At the beginning of this models activation it may add one to any of its stats. This bonus lasts until its next activation
Red Joker
Player may pick any after the game

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