Bergen-os Campaign tråd

Informasjon om turneringer i 9th-age

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zuhlmatul
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Bergen-os Campaign tråd

Post by zuhlmatul » Sun Jun 16, 2019 10:16 pm

t9a campaign overview

This campaign is centered around a hero on his road to gaining fame or infamy. This hero will grow, evolve and amass a hoard as the campaign progresses.
The hero will start of the campaign as a lowly veteran, and through travels and battles might become a lord of the land. Or a crushed pulp on some rocks somewhere with a spiked mace sticking out of his stinking corpse. Only fates will decide.

Hero rules:
- Each players start with a hero to add to their army, this hero is a free choice and does not cost any points for the army or towards any points limit within the army. (heroes or other he might be a part of)
- The hero cannot choose any magical enchantments to start with (but with luck will gain such thought out the campaign), but he/she can take any mundane equipment available from their entry.
- Any mount can also be chosen that does not have the towering presence or construct special rules.
- Further more the hero chosen for free cannot be the army general, or be chosen to be the army battle standard bearer, he is to busy building up his own reputation and feeding his own ambitions to be concerned with such mundane tasks.
- Any army that has access to special bonus skills/honors and such cannot be taken by the hero. (ie. no HBE honors, KOE virtues, OK, big names, SE kindreds, VC bloodlines, WDG, gifts)
- Any hero that is a wizard, must start as an apprentice wizard, adept or master cannot be chosen to start with.

- The heroes chosen must be taken from one of the choices below;
BH: Beast Chieftain, Soothsayer, Minotaur Chieftain, Centaur Chieftain
DE: Captain, Cult Priest, Oracle, Assassin
DH: Thane, Runic Smith, Dragon Seeker, Engineer
DL: Harbinger of Father Chaos
EOS: Marshal, Prelate, Wizard, Artificer, Inquisitor
HE: Commander, Mage
ID: Vizier, Prophet, Chosen of Lugar, Hobgoblin Chieftain
KOE: Paladin, Damsel, Castellan
OK: Khan, Shaman, Mammoth Hunter
ONG: Orc Chief, Orc Shaman, Goblin Chief, Goblin Witch Doctor (all subspecies available)
SA: Saurus Veteran, Skink Captain, Skink Priest
SE: Chieftain, Druid, Dryad Ancient
UD: Nomarch, Death Cult Hierarch, Tomb Harbinger, Tomb Architect
VC: Vampire Courtier, Necromancer, Barrow King
VS: Chief, Magister, Rakachit Machinist, Sicarra Assassin, Plague Patriarch
WDG: Sorcerer, Barbarian Chief

For the fist game it is recommended to play a game with 1500 points for each side. And each player gets their hero for free in addition to their army's point value.

zuhlmatul
Stannis Brocker
Posts: 308
Joined: Sat Dec 29, 2012 5:56 pm

Post by zuhlmatul » Sun Jun 16, 2019 10:32 pm

Each game played will contribute to the development of both the army and the hero.
It will be played with special objectives the loosely follow one of the 6 different objective in the main rulebook. The terrain in these games will also be more volatile then in standard games of t9a. The new compendium for t9a world will be used to add even more flavor to the games.
After each game the hero's achievements will add something special to his/hers development and growth. Winning your game will also contribute in some small way. Objective will also count.

Each player will be bound to the army they choose to use for the campaign, and the hero will always remain in their army. Fluff stories of the hero changing sides/converting or in someway joining a different army to play with a different army can be accepted by the campaign overlord by discretion and impressiveness of the back story. (A hero dying and being turned into a skeleton/wraith by a vampire faction for example.)

Gear, gold and glory will be available to the heroes. Fight and claim your glory and spot in history.

zuhlmatul
Stannis Brocker
Posts: 308
Joined: Sat Dec 29, 2012 5:56 pm

Post by zuhlmatul » Sun Jun 16, 2019 10:35 pm

The campaign will kick off next wednesday 26th, in Os.
The games can be played anywhere, not only on wednesdays, but each player is limited to a set limit of games for the campaign.
More info to come...

zuhlmatul
Stannis Brocker
Posts: 308
Joined: Sat Dec 29, 2012 5:56 pm

Post by zuhlmatul » Mon Jun 24, 2019 10:27 pm

Additional rules for the Hero
- The hero gains the scoring rules for the campaign, and can claim objectives.
- During the campaign the hero will be put to a series of tasks. Claiming a success in such a task grants the hero special bonuses for the remainder of the campaign. (tasks are rolled randomly at the start of each game.)
- Each player will get a character sheet to follow their hero's progression through out the campaign.
- Fluffy back story and a fancily painted model is encouraged but not required.

zuhlmatul
Stannis Brocker
Posts: 308
Joined: Sat Dec 29, 2012 5:56 pm

Post by zuhlmatul » Wed Jul 03, 2019 12:14 am

Campaign item list.
Common items can be upgraded on any item the hero is carrying. The hero can have several items with an upgrade but only one upgrade per item. Each upgrade cost 20 campaign points. As the hero advances, he can choose to replace a lesser enchantment with a major at a discount (half the cost of the enchantment is put towards the new enchantment)

Weapons (all upgrades gain magical attacks):
Finessed edge - +3 offence, +3 defence, Lethal strikes
Extra Heft - +1 strength, +1 AP
Venomfang - Gains the venomous fang rule from the ong book
Direblade - +1 Attack
Supernal - can choose to gain at the beginning of close combat, flaming attacks, divine attacks or poison attacks
Blocker - gain parry and +1 armour
Giantbane - reroll wound vs gigantic
Screamer - Cause fear, breath weapon s2 ap0
Feral - Gain Hatred, battle focus
Power drain - For each wound in close combat caused gain 1 veil token
Master aim - +1 aim
Lightning rounds - Shooting weapon on successful hit gains +d3 s4 hits ap1
Venomous rounds - Shooting gain poison attacks

Armour:
Hardened - +1 armour, -1 Agility
Mantle - Gain inspiring presence 6" (if he has inspiring presence gain +6")
Deft cloak - +2 defence, +2 Agility
Golden gleam - Gain Hard target (1)
Troll hide - Gain a 5+ fortitude save
Heavy - +1 armour, -1 advance
Ultra light - Gain Strider

Shield:
Fortunate - reroll 1's on failed armour saves.
Glass shield - Ignore first hit caused in the game
Dragonscale - 3+ aegis vs flaming
Diving blessing - Ignore divine attacks
Countering - Remove one attack attribute from a single model in contact/duel
Big bulk - Gain impact hits d3 s5 ap 2

Trinkets:
Cloak of knowledge - Can choose spells from all the available spells in the lore not just those limited to apprentice/adept.
Aiming stand - Gain accurate special rule.
Star shard - Gain Channel (1)
Unicorns heart - One use only. Gain aegis 3+ against a single wound.
Winged shoes - +1 advance, +2 march move also possible for mounts

zuhlmatul
Stannis Brocker
Posts: 308
Joined: Sat Dec 29, 2012 5:56 pm

Post by zuhlmatul » Tue Jul 23, 2019 11:11 am

Hero advancement.
Etter hver slag får helten tildelt advancement poeng. Helten tildeles forskjellige mengder poeng ut fra hvordan slaget gikk.
Helten deltar i slaget 10 poeng.
Heltens side vinner slaget +5 poeng.
Helten overlever slaget +5 poeng.
Helten fullfører sitt objektiv +10 poeng.
Helten klarer en achivement +5 poeng per achivement.
Helten er første som får til en spesifikk achivement +5 poeng.
Helten utmerker seg markant i et slag, på en måte begge spillere er enig om er episk. +5 poeng.

Disse poengene kan brukes til å gjøre helten bedre, stikke av med det beste utstyret etter et slag, utfordre skjebnen og stige i gradene.
Etter hvert slag vil spillerne få sjansen til å bruke sine poeng på forskjellige bonuser til sin helt.

Etter hvert som helten samler sammen poeng og får mer erfaring vil han/hun stige i gradene.
En helt som har sanket sammen 75 poeng (betyr ikke noe om de er blitt brukt til bonuser), vil stige en grad. Hver helt har en forskjellig utvikling ut fra hvilken type karakter den er. Og en slik økning vil vi ta felles i gruppen i en re-cap etter rundene. Videre vil helten stige til nye høyder når 150 poeng nåes, osv per 75 nye poeng.

I løpet av rundens re-cap vil spillerne få bruke sine poeng på oppgraderinger til heltene sine.
De vil da få valg som kan utføres, hver av disse kan kun utføres en gang per re-cap for hvert slag som er fullført. Eksempel, etter slag 3 kan en helt gjøre tre oppgraderinger på enchantments.

Disse valgene er:
- En enchantment på et item. Hvilken enchantment trilles fra tabell. -20 poeng.
- Et valg, Øke Off/Def med 1, Øke Str med 1, Øke Att med 1, Øke Agi med 1, Øke Aim med 1. Kan kun gjøres 1 gang i løpet av kampanjen. -25 poeng.
- 1 ekstra learned spell når magi genereres, (som apprentice må det være hereditary). -25 poeng.
- Helten ta en ta en virtue (exl. might), bloodline power (non-ancient), Chaos gift, totem bearer, dominant manifestation, kindred, big name or honor. - 25 poeng
- Helten kan etter 3 game er fullført, velge seg et nytt mount, fra alle mounts tilgjengelig for hæren. Med unntak av mounts med gigantic size. -5 poeng.

Også i løpet av re-cap skal det også gjøres et dilemma per hær/helt. Dette vil også påvirke utviklingen av hæren.

zuhlmatul
Stannis Brocker
Posts: 308
Joined: Sat Dec 29, 2012 5:56 pm

Post by zuhlmatul » Tue Jul 23, 2019 11:38 am

3 – 6. Character Objectives

Pre-Game Set-up
After step 8 of the Pre-Game Sequence (immediately before the DeploymentPhase), each player generates 1 Tasks for their hero from the list below, starting with the player that chose their Deployment Zone. To generate a Task, roll a D3 and a D6.



D3 Result D6 Result Task
1 1 Many Spies have Many Eyes
Choose one unit of your opponent with the scout special rule. If your opponent has no units with the scout special rule, instead choose a unit with vanguard special rule. This unit is your hero's target. To score this objective, the unit must be removed as a casualty or fled of the table at the end of the game. Your hero must have inflicted at least 1 wound on the unit, for the objective to be successful.

1 2 Knowledge is Power
Choose 1 model with the wizard special rule. This model must be removed as a casualty at the end of the game. Your hero must inflict at least 1 wound for the objective to be successful.

1 3 There can be Only One
Your Character must remain alive at the end of the game, and your opponents hero must be removed as a casualty at the end of the battle.

1 4 Steal their Land
Your hero must be inside the enemy Deployment Zone at the
end of the game.

1 5 Seize that Resource
Immediately choose a Terrain Feature completely outside your Deployment Zone.
Your hero must be inside the chosen Terrain Feature without any of your opponents scoring units inside the terrain feature at the begining of turn 5 or turn 6. .

1 6 Spring the Trap
Your hero must successfully Charge an enemy unit in the Rear Facing.



D3 Result D6 Result Task
2 1 Precious Cargo
Immediately choose a Scoring Unit in your army. That Scoring Unit must still be
alive at the end of the game. Your hero will gain the Frenzy special rule, but only against any unit engaged in melee with the chosen scoring unit.

2 2 Honour is Everything
Your hero must never ever declare a Flee Charge Reaction (not even involuntarily).
Generate another Task if hero cannot declare a flee as a reaction.

2 3 Onwards Men
Your hero must successfully Charge an enemy unit and survive
until the end of the following Player Turn at least once.

2 4 Bring It Down!
Immediately choose a model with Towering Presence in the opponent’s army. That
model must have been removed as a casualty before the end of Game. Your hero must inflict at least 1 wound on the model. Generate another Task if there are no models with Towering Presence in the opponent’s Army List.

2 5 Thinning Out the Herd
When you generate this Task, identify the unit with the most models in your Army
List. In case of a tie, choose one of them. That unit must have been removed as a
casualty by the end of the game. Your hero must inflict at least 1 wound onto this unit.

2 6 Assassination
The enemy General must be removed as a casualty, your hero must inflict at least 1 wound onto the enemy General.

3 1 Domination
Your hero must be within 6″ of the centre of the board than your
opponent at the end of the game.

3 2 Clear the Skies
At the start of the game choose 1 unit with Fly from the opponents army, this unit must be removed as casualties at the end of the game. Your hero must inflict at least 1 wound onto the unit for the objective to be a success.
Generate another Task if there are no models with Fly in the opponent’s Army List.

3 3 Magical Relic
Immediately place a Relic Marker with its centre inside your Deployment Zone. Each
time a friendly model successfully casts a non-Bound non-Attribute Spell, you may
move the Relic Marker up to 3″ in any direction. There must never be any enemy
units within 6″ of the Relic Marker’s centre at the beginning of any of your Players
Turns.

3 4 Mutiny
Your General must have been removed as a casualty and your hero must still be on the board by the end of the game. Generate another Task if your hero is the General.

3 5 Message
Your hero must be inside the opponent’s Deployment Zone at the start of at least one of your Player Turns before Game turn 5.

3 6 Target Strike
Immediately choose an enemy Scoring Unit. That unit must have been removed as a
casualty by the end of the game. Your hero must inflict at least 1 wound onto the unit.

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