Campaign rules for Freebooter's Fate / Malifaux
May 6, 2015 18:46:17 GMT
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danstrahleo likes this
Post by lwhyoung on May 6, 2015 18:46:17 GMT
Hi 1066ers. Dom has asked me to post the rules for the Freebooter's Fate campaign which I conjured up and am currently running down South Downs Siegebreakers (SDS). The rules may be a good fit for Malifaux given the two systems share many common elements. Enjoy...arr.
Campaign rules:
The goal of this campaign is for factions to hold on to districts for entire campaign turns thus allowing them time to harvest commodities from said districts. Factions will be working together, so for example if Amazons occupy district 1 for an entire campaign turn then each Amazon crew playing in the campaign will acquire commodities from district 1 regardless of the actual Amazon crew which took the district. There will be rewards for those crews who take control of districts for their faction though, and likewise for crews who successfully defend faction owned districts. Faction crews will continue to harvest commodities from held districts for each campaign turn they continue to to maintain their presence; this is a sacking of the port of Longfall after all.
Each new campaign turn, which will commence every other Wednesday i.e. fortnightly, will allow a faction the opportunity to invade any single district regardless of their present dominance of port Longfall, or lack there of. If a faction invasion is successful, the district challenged for is acquired by that faction; any crew(s) from the challenging faction's crews can play out the relevant mission for supremacy over the district and likewise any crew(s) from the defending faction's crews can defend the district. Multiplayer skirmishes are permitted should, for example, two crews from one faction battle against one crew from another faction, this is fine so long as the total cost in doubloons for opposing sides is the same. Allies may also be drafted in for a bribe to provide an edge; allies may take an additional 60 doubloons in their crew(s), thus tipping the balance of any mission, however, they must be bribed in to action by offering them a share of the spoils or some other form of payment (commodities, districts etc...). Allies may also be bribed to play in lieu of a faction, for example if there are no crews from the challenged faction available to meet the challenge. Factions loosing their own issued challenges will loose a randomly determined district, if they have one, to the defending faction as they struggle to maintain their hold on the port with the temporary loss or displacement of crew members. Should you wish you can play the campaign with multiple crews from different factions, however, commodities may not be pooled between crews; each crew earns its own haul during the sacking of the port. Crews also need not remain static, their composition can be altered prior to any engagement so long as their members remain loyal to the original faction chosen for said crew.
Below lists the 7 districts which make up port Longfall and the commodities each district provides, per campaign turn, to the crew(s) of the owning factions. Also listed below are the scenarios played at each district.
Location ID | Name | Commodities | Scenario
1 | Warehouse district | 4 pistols | To arms (I)
2 | Governor's estate | 3 constituents' votes | The hunt for rats in october (I)
3 | Market district | 5 crates of meat | Hunt the Dodo (II)
4 | Eastern wharf | 4 barrels of rum | For rum and glory (I)
5 | Prayer district | 4 shovels | Nicking shovels (IV)
6 | West beach | 5 slaves | Man raid (II)
7 | Southern penitentiary | 3 fate points | Desperately seeking Theresa (III)
Any crew(s) successfully invading or defending a district will receive a +2 bonus to the commodity harvested from the district invaded/defended at the start of the next campaign turn.
It is suggested that the total value of crews on either side of a conflict does not exceed 450 doubloons (allies can increase this total by 60), however that is split down, though this is a guide line. Those players participating in the campaign are ultimately free to play whatever sized games they choose, but opposing players must agree on the value of their respective crews.
An updated copy of the campaign map will be posted fortnightly every other Wednesday evening so that factions can issue their challenges, should they choose to do so, and make plans for battle down the club on either of the following two Tuesdays. Challenges must be received, one way or another, before the next campaign turn else a white flag is waved surrendering the targeted territory to the invaders. Districts will change hands frequently, the idea is to hold on to them as long as you can to harvest their commodities. If a faction has issued a challenge, then it cannot itself be the target of a challenge that same campaign turn unless there are adequate crews available to receive additional challenges; please check and do not issue unrealistic challenges. Those factions quick to challenge in a campaign turn must then allow other factions the chance to issue them a challenge in the following campaign turn - what goes around comes around for the life of a freebooter. Arr....
Allies:
The allies matrix is displayed on the campaign map by virtue of the brown lines connecting the 7 faction symbols.
Perks:
Some commodities can be expended either during or at the beginning of scenarios to get you out of a jam. This is obviously career altering decision making at its best, so think hard before cashing in your hard earned booty for the following effects.
Commodity | Effect
Pistol | Free back-up pistol for a single scenario
2 x constituent votes | Negate any one single action by successfully drawing a fate card showing a doubloon
Crate of meat | Waver any single blood price
Barrel of rum | Gain the steadfast rule for one turn
Shovel | Gain the knock over rule for one turn with a penetration power equal to the character's base strength i.e. left side stat value
4 x slaves. | Gain a free deckhand of your choice, following normal restrictions, for a single scenario
Fate point | Redraw any fate card
Starting positions:
Location ID | Faction
1 | Mercenaries
2 | Pirates
3 | Goblin Pirates
4 | Imperial Armada
5 | Cult
6 | Amazons
7 | Brotherhood
Titles up for grabs:
Powder monkey; most pistols owned.
Govenor of port Longfall; most constituents' votes pledged.
Butcher of Lime Street; most crates of meat procured, namely Dodo produce.
Rum runner; most barrels of rum boot legged through the port.
Grave robber; most shovels nicked from the port's undertaker.
Slave driver; most slaves trafficked through the port.
Nostradamus; most well informed courtesy of fate points.
Corporate pirate; most commodities owned.
Players:
Alex | Imperial Armada
Chloe | Amazons
David | Brotherhood and Pirates
Evan | Amazons
Ian | Pirates
Jon | Pirates
Hadleigh | Imperial Armada
Liam | Imperial Armada and Cult
Linda | Brotherhood
Luke A | Goblin Pirates
Luke R | Brotherhood
Stephen | Imperial Armada
Tibor | Mercenaries
Please visit m.facebook.com/groups/1395100194034920?ref=bookmar. For the campaign map - see the pinned post.
Later,
Liam
Campaign rules:
The goal of this campaign is for factions to hold on to districts for entire campaign turns thus allowing them time to harvest commodities from said districts. Factions will be working together, so for example if Amazons occupy district 1 for an entire campaign turn then each Amazon crew playing in the campaign will acquire commodities from district 1 regardless of the actual Amazon crew which took the district. There will be rewards for those crews who take control of districts for their faction though, and likewise for crews who successfully defend faction owned districts. Faction crews will continue to harvest commodities from held districts for each campaign turn they continue to to maintain their presence; this is a sacking of the port of Longfall after all.
Each new campaign turn, which will commence every other Wednesday i.e. fortnightly, will allow a faction the opportunity to invade any single district regardless of their present dominance of port Longfall, or lack there of. If a faction invasion is successful, the district challenged for is acquired by that faction; any crew(s) from the challenging faction's crews can play out the relevant mission for supremacy over the district and likewise any crew(s) from the defending faction's crews can defend the district. Multiplayer skirmishes are permitted should, for example, two crews from one faction battle against one crew from another faction, this is fine so long as the total cost in doubloons for opposing sides is the same. Allies may also be drafted in for a bribe to provide an edge; allies may take an additional 60 doubloons in their crew(s), thus tipping the balance of any mission, however, they must be bribed in to action by offering them a share of the spoils or some other form of payment (commodities, districts etc...). Allies may also be bribed to play in lieu of a faction, for example if there are no crews from the challenged faction available to meet the challenge. Factions loosing their own issued challenges will loose a randomly determined district, if they have one, to the defending faction as they struggle to maintain their hold on the port with the temporary loss or displacement of crew members. Should you wish you can play the campaign with multiple crews from different factions, however, commodities may not be pooled between crews; each crew earns its own haul during the sacking of the port. Crews also need not remain static, their composition can be altered prior to any engagement so long as their members remain loyal to the original faction chosen for said crew.
Below lists the 7 districts which make up port Longfall and the commodities each district provides, per campaign turn, to the crew(s) of the owning factions. Also listed below are the scenarios played at each district.
Location ID | Name | Commodities | Scenario
1 | Warehouse district | 4 pistols | To arms (I)
2 | Governor's estate | 3 constituents' votes | The hunt for rats in october (I)
3 | Market district | 5 crates of meat | Hunt the Dodo (II)
4 | Eastern wharf | 4 barrels of rum | For rum and glory (I)
5 | Prayer district | 4 shovels | Nicking shovels (IV)
6 | West beach | 5 slaves | Man raid (II)
7 | Southern penitentiary | 3 fate points | Desperately seeking Theresa (III)
Any crew(s) successfully invading or defending a district will receive a +2 bonus to the commodity harvested from the district invaded/defended at the start of the next campaign turn.
It is suggested that the total value of crews on either side of a conflict does not exceed 450 doubloons (allies can increase this total by 60), however that is split down, though this is a guide line. Those players participating in the campaign are ultimately free to play whatever sized games they choose, but opposing players must agree on the value of their respective crews.
An updated copy of the campaign map will be posted fortnightly every other Wednesday evening so that factions can issue their challenges, should they choose to do so, and make plans for battle down the club on either of the following two Tuesdays. Challenges must be received, one way or another, before the next campaign turn else a white flag is waved surrendering the targeted territory to the invaders. Districts will change hands frequently, the idea is to hold on to them as long as you can to harvest their commodities. If a faction has issued a challenge, then it cannot itself be the target of a challenge that same campaign turn unless there are adequate crews available to receive additional challenges; please check and do not issue unrealistic challenges. Those factions quick to challenge in a campaign turn must then allow other factions the chance to issue them a challenge in the following campaign turn - what goes around comes around for the life of a freebooter. Arr....
Allies:
The allies matrix is displayed on the campaign map by virtue of the brown lines connecting the 7 faction symbols.
Perks:
Some commodities can be expended either during or at the beginning of scenarios to get you out of a jam. This is obviously career altering decision making at its best, so think hard before cashing in your hard earned booty for the following effects.
Commodity | Effect
Pistol | Free back-up pistol for a single scenario
2 x constituent votes | Negate any one single action by successfully drawing a fate card showing a doubloon
Crate of meat | Waver any single blood price
Barrel of rum | Gain the steadfast rule for one turn
Shovel | Gain the knock over rule for one turn with a penetration power equal to the character's base strength i.e. left side stat value
4 x slaves. | Gain a free deckhand of your choice, following normal restrictions, for a single scenario
Fate point | Redraw any fate card
Starting positions:
Location ID | Faction
1 | Mercenaries
2 | Pirates
3 | Goblin Pirates
4 | Imperial Armada
5 | Cult
6 | Amazons
7 | Brotherhood
Titles up for grabs:
Powder monkey; most pistols owned.
Govenor of port Longfall; most constituents' votes pledged.
Butcher of Lime Street; most crates of meat procured, namely Dodo produce.
Rum runner; most barrels of rum boot legged through the port.
Grave robber; most shovels nicked from the port's undertaker.
Slave driver; most slaves trafficked through the port.
Nostradamus; most well informed courtesy of fate points.
Corporate pirate; most commodities owned.
Players:
Alex | Imperial Armada
Chloe | Amazons
David | Brotherhood and Pirates
Evan | Amazons
Ian | Pirates
Jon | Pirates
Hadleigh | Imperial Armada
Liam | Imperial Armada and Cult
Linda | Brotherhood
Luke A | Goblin Pirates
Luke R | Brotherhood
Stephen | Imperial Armada
Tibor | Mercenaries
Please visit m.facebook.com/groups/1395100194034920?ref=bookmar. For the campaign map - see the pinned post.
Later,
Liam