malifaux campaign - vying for power - fixed

Upload: christopher-richard-isaac

Post on 14-Apr-2018

227 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    1/12

    T H E U N D E R G R O U N D P R E S E N T S :

    M A L I F A U X

    VYING FOR POWER

    As much respect as I respect my father, our Oyabun, this is a new world with new rules. So I will

    lead the Ten Thunders, as he asks, but I will do it my way, and I will take you all with me. To the

    very top. This world will not know our next move until we make it.Misaki Katanaka

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    2/12

    - 1 -

    TABLE OF CONTENTS

    TABLE OF CONTENTS .................................................................................................................................... - 1 -

    GENERAL RULES ........................................................................................................................................... - 2 -

    CAMPAIGN FEE ................................................................................................................................................... -2-HIRING POOL ..................................................................................................................................................... -2-

    ETIQUETTE......................................................................................................................................................... -3-

    PAINTED MODELS ............................................................................................................................................... -3-

    PROXY MODELS .................................................................................................................................................. -3-

    BACKGROUND STORIES......................................................................................................................................... -3-

    CAMPAIGN LENGTH ............................................................................................................................................. -3-

    CAMPAIGN TURNS............................................................................................................................................... -4-

    DECLARING YOUR ACTIONS .................................................................................................................................... -4-

    CALCULATING CAMPAIGN POINTS........................................................................................................................... -5-

    JOINING LATE ..................................................................................................................................................... -5-

    TERRITORIES ................................................................................................................................................ - 5 -HOME TURF ....................................................................................................................................................... -5-

    NEUTRAL TURF ................................................................................................................................................... -5-

    ENTRY POINTS .................................................................................................................................................... -5-

    ROUTED ............................................................................................................................................................ -6-

    THE DIFFERENT TERRITORIES ................................................................................................................................. -6-

    CAMPAIGN ACTIONS.................................................................................................................................... - 7 -

    MOVE ACTION: .................................................................................................................................................. -8-

    CONSOLIDATE ACTION: ........................................................................................................................................ -8-

    INVASION ACTION: .............................................................................................................................................. -8-

    RAID ACTION...................................................................................................................................................... -8-

    ENCOUNTERS ............................................................................................................................................... - 9 -

    WHAT IS ALLOWED.............................................................................................................................................. -9-

    INVADING A TERRITORY: ....................................................................................................................................... -9-

    Strategies: .............................................................. .............................................................. ...................... - 9 -Claim Jump .............................................................................................................................................................. - 9 -Slaughter ................................................................................................................................................................. - 9 -Turf War .................................................................................................................................................................. - 9 -Allowed Schemes: ................................................................................................................................................... - 9 -

    DEFENDING A TERRITORY: ................................................................................................................................... -10-

    Strategies: .............................................................. .............................................................. .................... - 10 -A Line in the Sand .................................................................................................................................................. - 10 -Destroy the Evidence ..................... ...................... ..................... ...................... ..................... ...................... ........... - 10 -Escape and Survive ................................................................................................................................................ - 10 -Supply Wagon ....................................................................................................................................................... - 10 -Allowed Schemes: ................................................................................................................................................. - 10 -

    RAIDING A TERRITORY: ....................................................................................................................................... -11-

    Strategies: .............................................................. .............................................................. .................... - 11 -Contain Power ....................................................................................................................................................... - 11 -Deliver a Message ................................................................................................................................................. - 11 -Distract .................................................................................................................................................................. - 11 -Plant Evidence ....................................................................................................................................................... - 11 -Treasure Hunt........................................................................................................................................................ - 11 -Allowed Schemes: ................................................................................................................................................. - 11 -

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    3/12

    - 2 -

    GENERAL RULES

    CAMPAIGN FEE

    There is a R50 fee to be paid to enter into this Campaign which will go towards the prize money.

    HIRING POOL

    Each player is asked to choose one Leader to join the Campaign. Players with only one Leader will be given preference but repetition of Masters is not

    allowed as a whole. Thus, no one Leader will have to face themselves throughout the

    Campaign.

    The size of the Hiring Pool is 60ss The Master or Henchman chosen to lead the Hiring Pool must be listed but does not

    count towards the Hiring Pools overall points limit.

    The 2ss cost to Manifest Avatars is required to be paid into the hiring pool. If the Hiring Pool is not led by a Henchman may be hired as a Minion in the Hiring Pool.

    You may hire more than one Henchman into the Hiring Pool but Bear in mind that they

    may not be used together.

    Out of Faction models may be included in a Hiring Pool if one or more of the Hiring PoolLeaders special hiring rules would allow those models to be included in at least one

    Crew the Player might build. These models DO NOT cost additional or fewer Soulstones

    when calculating the Hiring Pool total. However, when generating a Crew list for

    purposes of the Campaign round apply any hiring discounts or costs as per the special

    rules of the Leader or model in question.

    A player does not need to include models in his or her Hiring Pool if the model does notcost Soulstones (e.g. Summonable Models) just as they would not need to include them

    in a standard Crews point allocation.

    Bear in mind that the restrictions placed on the hiring of Special Forces models are liftedfor the purposes of hiring models into the Hiring Pool but are treated as normal for

    purposes of the Campaign round. For example, Seamus would not normally be able to

    hire both the Rogue Necromancy and Carrion Effigy into a standard Crew, however, he

    may in the case of the Hiring Pool.

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    4/12

    - 3 -

    If a Leader is Dual Faction it is necessary for players to settle on one faction to whichthat Leader will belong for the entirety of the Campaign.

    ETIQUETTE

    This should be pretty straight forward for everyone. The game is designed to be fun so try and

    keep things light-hearted. If anyone is caught cheating they will be either excluded from the

    Campaign or penalized for the Encounter as seen fit by the Campaign Organizers. There are two

    so any indiscretions made by either of them throughout the Campaign may be handled by the

    non-offending CO.

    PAINTED MODELS

    A fully-painted and based model does not show any visible bare metal or primer. The paint job

    should look like the painter made an effort to stay within the lines and enhance the appearance

    of the model with their painting. Bases should not be bare. Players using a fully painted Hiring

    Crew will be awarded extra Campaign points when tallying results.

    PROXY MODELS

    Proxy models are allowed but the inclusion of proxy models excludes a player for consideration

    of any extra points awarded for a painted Hiring Pool.

    BACKGROUND STORIES

    Each player will be asked to write a background story as to why their Leader is participating in

    the Campaign. After each Campaign turn players will be asked to amend these stories to reflect

    changes in the conditions in the Campaign. This is not required but the background story voted

    as the best by the participating players will be awarded bonus Campaign Points.

    CAMPAIGN LENGTH

    The Campaign will last for 12 weeks. Each Campaign Turn is expected to take two weeks.

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    5/12

    - 4 -

    CAMPAIGN TURNS

    Each Campaign Turn is expected to take two weeks. The turn will begin on a weekend and end

    on the Friday two weeks later. Thus everyone should be able to finish as they have that

    weekend, the following Wednesday, the following weekend, and the Wednesday following that.

    Thus, all actions for the following turn should be declared in the two days before the next

    Campaign Turn starts.

    DECLARING YOUR ACTIONS

    Declaring your actions means that you have stated whether you take the Move, Consolidate,

    Invasion, or Raid Actions in a given Campaign Turn to spend your Action Points. If choosing the

    Invasion or Raid actions the Strategy must be declared at this time too. All players must also

    declare their Defensive Strategies for the round at this point too, if it is possible that they may

    be Invaded or Raided. The order in which these takes place is as written here: 1. Move Actions,

    2. Consolidate Actions, 3. Invasion and Raid Actions. Each action is resolved one at a time to

    avoid more than two players engaging in one Encounter.

    The reason for this particular order is that the Move and Consolidate Actions are very easily

    resolved and would cause confusion if they were to happen out of this sequence. If an Invasion

    was declared on a Territory that is no longer occupied, treat this Invasion Action as a Move

    Action and Consolidation Action in the Territory that was invaded. If a Raid Action was declared

    on a Territory that is no longer occupied, treat this Raid Action as successful and if the Treasure

    Hunt or Plant Evidence Strategies was selected apply the benefits. If a new opponent occupies a

    Territory that used to be occupied another opponent they simply become the defender in the

    case of an Invasion or Raid Action.

    Any players that have not declared their Actions by the Friday before the start of the next turn

    will be assumed to have passed on that particular Campaign Turn. They may still participate indefending their Territories though. Any player that fails to complete all the required Encounters

    within the allotted time will be taken to have forfeited those Encounters and opposing players

    will be awarded points as such.

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    6/12

    - 5 -

    CALCULATING CAMPAIGN POINTS

    The player with the highest number of Campaign points will be declared the winner of the

    Campaign. Points are tallied after 6 Campaign Turns. Players earn 1 Campaign point for each of

    their occupied Territories at the end of the sixth Campaign Turn. Players will earn 1 Campaign

    point per Encounter they won. So Defending, Invading, and Raiding Players may earn points in

    this way. Players with fully painted Hiring Pools will earn 2 Campaign Points. The player voted

    to have the best Background Story will also receive 2 Campaign Points.

    JOINING LATE

    Players may enter into the Campaign Late as long as they understand that they will have fewer

    turns to conduct their business and they have paid the Campaign Fee in full. Players who join

    late will automatically count as Routed.

    TERRITORIES

    HOME TURF

    All players start on Home Turf which is considered Consolidated from the first Campaign Turn.

    There are a number of Territories listed below that are listed with the Faction that may choose

    the Territory as Home Turf. Each player may choose to his or her home turf from the listed

    Territories provided the players Leader belongs to the faction listed.

    NEUTRAL TURF

    Neutral Turf is turf listed below that may not be chosen by any player as a Home Turf.

    ENTRY POINTS

    There are several Entry Points on a Malifaux map. Players may not declare Movement,

    Invasions, or Raids into this area. The only time a Player may occupy an Entry Point is if he or

    she is Routed. Players occupying Entry Points may not take Consolidate Actions in them and

    must declare a Move or Invasion action in the next turn so as to move out of the area as quickly

    as possible.

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    7/12

    - 6 -

    ROUTED

    If after an Invasion Action a player fins that he has no Consolidated Territories to retreat too he

    is then counted as Routed. What this means is that the player retreats to one of the Entry Points

    on the map and must begin his Campaign from scratch. This does not mean that he loses all of

    his Campaign points up until that point only that he must begin to try and make his or her name

    in Malifaux again, however, this time he starts with no Home Turf and so things are more

    difficult.

    THE DIFFERENT TERRITORIES

    The Defending player may choose the Location Type if more than one is listed.

    Territory Location Type Page # Home Turf

    1 Slums 76 Outcast

    2 Slums 76 Neutral Turf

    3 Slums 76 Neutral Turf

    4 Slums 76 Neutral Turf

    5 Slums 76 Ten Thunders

    6 Slums 76 Neutral Turf

    7 Slums 76 Neutral Turf

    8 Large Tavern

    Slums

    84

    76

    Guild

    9 Quarantine Zone 77 Neutral Turf

    10 Resurrectionists Lab

    Quarantine Zone

    81

    77

    Resurrectionist

    11 Sewers

    Quarantine Zone

    80

    77

    Outcast

    12 Quarantine Zone 77 Neutral Turf

    13 Ancient Ruins

    Quarantine Zone

    84

    77

    Arcanist

    14 Quarantine Zone 77 Resurrectionist

    15 Quarantine Zone 77 Neverborn

    16 Quarantine Zone 77 Resurrectionist

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    8/12

    - 7 -

    17 Quarantine Zone 77 Neutral Turf

    18 Warehouse

    Quarantine Zone

    83

    77

    Outcast

    19 Quarantine Zone 77 Neutral Turf

    20 Downtown 76 Guild

    21 Large Theatre

    Downtown

    80

    76

    Arcanist

    22 Industrial Zone 76 Arcanist

    23 Guild Library

    Industrial Zone

    82

    76

    Guild

    24 Collapsed City Block 85 Neutral Turf

    25 Collapsed City Block 85 Neutral Turf

    26 Slums 76 Ten Thunders

    27 Warehouse

    Downtown

    83

    76

    Ten Thunders

    28 Slums 76 Neverborn

    29 Large Tavern

    Slums

    84

    76

    Neverborn

    CAMPAIGN ACTIONS

    In the campaign there are four different campaign actions. Each player will be given the chance

    to take one action in a Campaign turn. Each action is declared from a Controlled Territory. A

    Controlled Territory is the Territory in which a players Leader is currently placed. All actions

    are declared from a Controlled Territory. This means that no action may be taken from a

    Territory that does not contain the players Leader. Each player will get two Action Points per

    Campaign Turn. The Move Action costs one Action Point, The Consolidate and Raid Actions cost

    one Action Point each but may only be taken once each in a Campaign Turn, finally the Invade

    Action costs two Action Points.

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    9/12

    - 8 -

    MOVE ACTION:

    The first action is the Move Action. This action allows the player to move his or her master to an

    unoccupied and adjacent Territory thus making that Territory the Controlled Territory.

    CONSOLIDATE ACTION:

    The second available action is the Consolidate Action. This action allows a player to claim the

    Territory currently occupied by their Leader. What this means is that even if the Territory is not

    currently occupied by a players Leader, it still counts as occupied in terms of restricting the

    Movement actions of other players and controlled in terms of being able to be the Defender

    against a Raid or Invasion action declared by another player.

    INVASION ACTION:

    The third action is the Invasion Action. This action may be taken in order to make an attacking

    move into an adjacent occupied Territory. This means that the Invading player and Defending

    player enter into a conflict that must be resolved by engaging in an Encounter with the

    restrictions and effects listed in the Encounter section of this rules pack. If an Invading player

    successfully wins the encounter and the Defending players Leader is occupying the Territory

    the Defender is pushed back into one of their friendly Consolidated Territory while the Invading

    player then moves and occupies the Invaded Territory. If the Invading player loses it is the one

    that is pushed back to a friendly Consolidated Territory. If there are no Consolidated Territories

    to be pushed back into the Player is considered to be Routed.

    RAID ACTION

    The Raid Action is the fourth action players may take. This action may be taken in order to

    disrupt enemy players. Like the Invasion Action this action is taken by making an attack into an

    occupied adjacent Territory. The Raiding player and Defending player also enter into a conflict

    that must be resolved by engaging in an Encounter with the restrictions and effects listed in the

    Encounter section of this rules pack. However, after the conflict is resolved neither player is

    forced out of the Territory unless stated in a specific rule.

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    10/12

    - 9 -

    ENCOUNTERS

    All Encounters are 35ss Scraps as per regular Malifaux Rules except those explicitly mentioned

    in the Rules Pack.

    WHAT IS ALLOWED

    Strategies and Schemes are limited to the ones listed below. While the Terrain type is

    determined by the Territory in which the Encounter is taking place. Leaders are always allowed

    to take Master- and Faction- Specific Schemes.

    INVADING A TERRITORY:

    STRATEGIES:

    CLAIM JUMP

    If this Strategy is successfully completed the Invading player may immediately launch a Raid

    Action against one of the Defending players adjacent Consolidated Territories if the invading

    player wins the Encounter.

    SLAUGHTER

    If this Strategy is successfully completed the Invading player may disregard restricted

    Movement or Consolidation penalties in their next turn caused by the Defending players

    Strategy like A Line in the Sand, Contain Power, or Distract.

    TURF WAR

    If this Strategy is successfully completed the invading player may choose to immediately

    Consolidate the Territory it invaded if it won the Encounter.

    ALLOWED SCHEMES:

    Assassinate Extermination Kill Protg

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    11/12

    - 10 -

    DEFENDING A TERRITORY:

    Players are counted as the Defender when one of their Consolidated Territories or Controlled

    Territory is Invaded or Raided.

    STRATEGIES:

    A LINE IN THE SAND

    If this Strategy is successfully achieved the Raiding or Invading player may not launch another

    Raid or Invasion against this Territory with their next Campaign Action.

    DESTROY THE EVIDENCE

    If this Strategy is successfully completed an Invading player may not take the Consolidate Action

    in this Territory either in the next Campaign Turn or with the Turf War Strategy.

    ESCAPE AND SURVIVE

    If this Strategy is successfully completed and the Defending player loses the Encounter he or she

    may fall back to any unoccupied Territory adjacent to this one rather than having to fall back to

    a Consolidated Territory. If the Defending player wins he or she may choose to immediately

    make a Move Action into an adjacent unoccupied Territory.

    SUPPLY WAGON

    If this Strategy is successfully completed the Defending player may immediately Consolidate the

    Territory he or she defended if they won the Encounter.

    ALLOWED SCHEMES:

    Bodyguard Hold Out Stake a Claim Eye for an Eye

  • 7/30/2019 Malifaux Campaign - Vying for Power - Fixed

    12/12

    - 11 -

    RAIDING A TERRITORY:

    STRATEGIES:

    CONTAIN POWER

    If this Strategy is successfully completed the Defending player may Not consolidate the

    Territory that was defended in their next turn or with the Supply Wagon Strategy.

    DELIVER A MESSAGE

    If this Strategy is successfully completed the raiding player may push the defending player into

    one of their adjacent Consolidated Territories if the Raiding player won the Encounter.

    DISTRACT

    If this Strategy is successfully completed the Defending player may not perform an Invasion

    against the Raiding player in their next turn.

    PLANT EVIDENCE

    If this Strategy is successfully completed in an enemy Territory that has been consolidated it no

    longer counts as Consolidated.

    TREASURE HUNT

    If this Strategy is successfully completed the Raiding Player may immediately Consolidate the

    Territory from which the Raid was launched.

    ALLOWED SCHEMES:

    Frame for Murder

    Grudge Steal Relic