Saturday, October 5, 2013

Working Document

Still working on the initial doc, but I am happy with the progress so far!


Blood and Gears
The Campaign for Thornwood
Welcome to the Blood and Gears: The Campaign for Thornwood, a map-based event that will allow you to play Warmachine in a whole new way. In this campaign you will be maneuvering and battling for key positions in order to claim victory over your opponents. This rules pamphlet contains everything you’ll need to participate in the campaign, but you will need your Warmachine book, cards, and models to play the battles fought throughout it.


Definitions:
The Map
The most outstanding, and obvious, aspect of this event will be the map. The map size will vary based on the number of participants.

The map itself is comprised of plastic hex tiles representing different types of terrain which makes up the region that the campaign is fought over.
There will be eight regular tiles for each participant, which will be a mix of mountains, rivers, plains, and forests. In addition, there will be a Special Territory tile for every two players (round down) which represents a particularly important feature.





Detachments
Every player begins the campaign with three detachments, each represented by a banner on the map. Players may purchase additional detachments later. Detachments move around the map and capture territories, increasing your influence and resources. Detachments can also construct fortifications, raze or repair territories, and fight battles.  Detachments are always 35points.

Territory
Territory
Resource Points (RPs)
Fort
3
City
5
Mine
1d3+2
Port
5
Forrest
2
Farm land
3
Plaines
2
 A Territory is a single hex on the map. Territories generate Resource Points (RPs) that can be spent to help win the campaign by bolstering forces, improving Territories and recruiting more armies. A Territory can only contain a single Banner from any one player. Sometimes opposing Detachments will move into a Territory which results in a battle.








Campaign Turn
A Campaign Turn represents a segment of time in which armies rebuild, move, and fight battles. Each Campaign Turn is broken up into different phases, as described later. There is no limit to the number of Campaign Turns that this event will run; rather the winner is determined by acquiring Victory Points (see below)



Scenarios: Or how we find out who wins!
Scenarios will be using the following Steamroller 2013 rules variations from the Appendix:
Section 1
  1. Army List Variants
    1. Character Restricted
      1. 5 point specialist
    2. Tier one them force minimum
    3. No Mercenaries or Minions  in initial lists
  1. Painting
 .              Baseline
  1. Number of rounds
 .              Special
  1. Game timing
 .              Death clock
  1. Scenarios
 .              Kill box.
a.            Special (see below)
  1. Victory
 .              No Caster kill: Game continues.
  1. Final Standings
 .              No clear winner: Ties go to the defender.






Example lists all of the below lists would be an example of how a three list character restricted list would look like.
Protectorate of Menoth - List one
40 / 40 (35+5)    Warcaster(s) : 1/1    Warjack(s) : 4    Battle Engines : 0    Solos : 1    Units : 2
High Exemplar Kreoss - WJ: +5
-    Crusader - PC: 6
-    Fire of Salvation - PC: 9
-    Guardian - PC: 9
-    Dervish - PC: 4
Wrack - PC: 1
Exemplar Bastions - Leader and 4 Grunts: 8
Choir of Menoth - Leader & 5 Grunts: 3
THEME
WARJACKS
Protectorate non-character warjacks, Fire of Salvation
UNITS
Choirs of Menoth, Exemplar units
SOLOS
Vassal Mechaniks, Exemplar solos
BATTLE ENGINES
None
TIER 1
---Requirements---
This army must include only the models listed above.
---Benefits---
Exemplar Venger units become FA 2. Additionally, reduce the point cost of each Exemplar Venger unit by 1.
TIER 2
---Requirements---
The army includes High Exemplar Gravus.
---Benefits---
Place High Exemplar Gravus and Exemplar Venger units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone.
TIER 3
---Requirements---
The army includes two or more Exemplar Errant units.
---Benefits---
Models/units in the army gain Pathfinder during your first turn of the game.
TIER 4
---Requirements---
Kreoss' battlegroup includes two or more warjacks with Arc Node.
---Benefits---
Friendly models/units can begin the game affected by Kreoss' upkeep spells. These spells and their targets must be declared before either player sets up models. Kreoss does not pay focus to upkeep these spells during your first turn.
Protectorate of Menoth - List Two
41 / 41 (35+6)    Warcaster(s) : 1/1    Warjack(s) : 3    Battle Engines : 0    Solos : 0    Units : 5
Feora, Priestess of the Flame - WJ: +6
-    Reckoner - PC: 8
-    Repenter - PC: 4
-    Vanquisher - PC: 8
Choir of Menoth - Leader & 5 Grunts: 3
Temple Flameguard - Leader and 5 Grunts: 4
Temple Flameguard - Leader and 5 Grunts: 4
Daughters of the Flame - Leader & 5 Grunts: 5
Daughters of the Flame - Leader & 5 Grunts: 5
THEME
WARJACKS
Protectorate non-character warjacks
UNITS
Choirs of Menoth, Flameguard units
SOLOS
Vassal Mechaniks, Flameguard Solos
BATTLE ENGINES
None
TIER 1
---Requirements---
The army can include only the models listed above.
---Benefits---
Flameguard units become FA U. Additionally, reduce the point cost of Guardian
warjacks by 1.
TIER 2
---Requirements---
The army includes two or more Temple Flameguard units.
---Benefits---
Temple Flameguard units gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
TIER 3
---Requirements---
The army includes two or more Daughters of the Flame units.
---Benefits---
You gain +1 on your starting roll for the game.
TIER 4
---Requirements---
Feora's battlegroup includes three or more warjacks with the Continuous Effect: Fire weapon quality.
---Benefits---
For each warjack in Feora's battlegroup with the Continuous Effect: Fire weapon quality, place one wall template anywhere completely within 20" of the back edge of Feora's deployment zone after terrain has been place but before either player deploys his/her army. When a model enters or ends its activation in the wall area, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Models within the wall template gain concealment. These wall templates leave play after the first round of the game.

Protectorate of Menoth - List Three
41 / 41 (35+6)    Warcaster(s) : 1/1    Warjack(s) : 4    Battle Engines : 0    Solos : 1    Units : 3
High Allegiant Amon Ad-Raza - WJ: +6
-    Crusader - PC: 6
-    Castigator - PC: 8
-    Dervish - PC: 4
-    Dervish - PC: 4
Vassal Mechanik - PC: 1
Holy Zealots - Leader and 9 Grunts: 6
Idrian Skirmishers - Leader and 5 Grunts: 6
Holy Zealots - Leader and 9 Grunts: 6
THEME
WARJACKS
Protectorate non-character warjacks
UNITS
Holy Zealots, Idrian units
SOLOS
Allegiants of the Order of the Fist, Reclaimers, Idrian solos, Vassal solos
BATTLE ENGINES
None
TIER 1
---Requirements---
The army can include only the models listed above.
---Benefits---
Idrian Skirmisher units become FA U. Additionally, the FA of Allegiant of the Order of the Fist solos increases by +1 for each unit included.
TIER 2
---Requirements---
The army includes two or more Idrian Skirmisher units.
---Benefits---
Add a unit attachment to one Idrian Skirmisher unit free of cost. This unit attachment ignores FA restrictions.
TIER 3
---Requirements---
The army includes three or more Allegiant of the Order of the Fist solos.
---Benefits---
Allegiant of the Order of the Fist solos gain Advance Deployment.
TIER 4
---Requirements---
The only warjacks in Amon's battlegroup are light warjacks.
---Benefits---
Each warjack in Amon's battlegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Amon allocates.


Document guide:
Plain text: Core rules
Yellow text: Optional rules
Red Text: experimental rules.




Example lists:


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