MrDeathTrout Posted May 25, 2017 Report Share Posted May 25, 2017 Ascension Narrative Campaign PFC Games: (425) 670-0550, 7528 Olympic View Drive, Edmonds, WA 98026 This event is based on the campaign rules in the Shifting Loyalties rulebook, with a bit of house rules. Schedule Weeks will run Wednesday thru Tuesday Week 1: May 31-Jun 6 Week 4: Jun 21-Jun 27 Week 2: Jun 7-Jun 13 Week 5: Jun 28-July 4 Week 3: Jun 14-Jun 20 End Cap: July 5 at 6pm Campaign Rules: · Wednesday evenings at PFC games will be campaign night and our weekly event. You can play campaign games anytime and anywhere. · Starting crews must be led by a Master which costs 0 script. You have 20 additional script to recruit your starting crew. · This will be curated, narrative campaign. At the start of each week, a scenario including the Weekly Event, Strategy, Schemes, fluff and a “bonus loot” for the week’s games. All of the scenarios are part of a planned story line. · The Strategies, Schemes and Weekly events will be predetermined and revealed at the start of each week. · The 5 scrip discount for the first model recruited each week is increased to 6 scrip if the model is fully based and painted. This is cumulative with the Wasteland Outpost Extra Guards fortification, for a potential 7 scrip discount each week. · You cannot play more than 2 campaign games a week. You cannot play the same opponent more than once in a game week. · Optional Rules: We will be using the Hideouts and The Good Doctor optional rules from Shifting Loyalties. End Cap: The last day of the campaign will feature a brawl starting at 6pm. The winner of the brawl wins the campaign. There will be one strategy: Ascension (see below), and no schemes. Ascension- Special Strategy There something emanating from that rock, something good, I wants it! Manifestation is a multiplayer strategy. Crew: Each player chooses one Minion or Enforcer in their Arsenal and attaches up to one Upgrade which it can legally attach. Set up: Set up a typical 3’ by 3’ Malifaux board. Place a Font Marker at the Center of the table. Deployment: Each player flips a single card and deploys their crew in descending order (King before Queen, 6 before 5, etc.). In the case of a tie Activate in this order Rams, then Tomes, then Crows, then Masks. Models are deployed within 9" of any board edge not within 9” of another model. Initiative: Players Activate in descending order, break ties as initiative above. Hand Size: Maximum hand size for this scenario is 3. Victory Points At the end of each turn after the first, a Crew earns 2 VP if it has at least one model touching the Font Marker. If no models are touching the font Marker the crew with closest model (or models in the case of a tie) to the Font Marker gains 1 VP. Crews can earn more than 5 VP from this Strategy. Prizes: Little to nothing. This campaign is for funzies. Quote Link to comment Share on other sites More sharing options...
MrDeathTrout Posted July 6, 2017 Author Report Share Posted July 6, 2017 Now that the campaign is over, here are all the details. Ascension Narrative Campaign This event is based on the campaign rules in the Shifting Loyalties rulebook, with a few house rules. Campaign Rules: Starting Crew - Starting crews must be led by a Master which costs 0 script. You have 20 additional script to recruit your starting crew. Weekly Events – Each Wednesday will the start of the next campaign week. Strategy, Schemes and Weekly Events for the coming week will be revealed and all of the “start of week” items will take place. Narrative Campaign - This is a story driven campaign. At the start of each week the next segment of the story will be revealed along with the Strategy, Schemes and Weekly Event for that week’s games. Each week will also have bonus crews can earn. Any ability, bounty, upgrade, etc. that removes or replaces any of the items above do not work and are considered blank. Abilities, etc. that add additional items (like the Covert Operation bounty) are still valid. Painted Models - The 5 scrip discount for the first model recruited each week is increased to 6 scrip if the model recruited is fully based and painted. This is cumulative with the Wasteland Outpost Extra Guards fortification, for a potential 7 scrip discount each week. Game Limit - You cannot play more than 2 campaign games per game week. You cannot play the same opponent more than once in a game week. Optional Rules - We will be using the Hideouts and The Good Doctor optional rules from Shifting Loyalties. Hide outs will not be used to determine the winner of the campaign (See below). Neutral Models – None of the weekly events in this campaign will use neutral models. Vicotory! – The winner of the campaign will be determined by the End Cap: The last day of the campaign will feature a brawl starting at 6pm. The winner of the brawl wins the campaign. There will be one strategy: Ascension (see below), and no schemes. Ascension- Special Strategy Crew: Each crew has 13 points to build a crew, which consist of one Minion or Enforcer in their Arsenal. A crews maximum starting Soulstone pool is 4. Set up: Set up a typical 3’ by 3’ Malifaux board. Place a Font Marker at the Center of the table. Deployment: Each player flips a single card and deploys their crew in descending order (King before Queen, 6 before 5, etc.). In the case of a tie Activate in this order Rams, then Tomes, then Crows, then Masks. Models are deployed within 9" of any board edge not within 9” of another model. Initiative: Players Activate in descending order, break ties as initiative above. Hand Size: Maximum hand size for this scenario is 3. No Summoning: Any Actions, Abilities, Triggers, etc. which summon models are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model). Victory Points At the end of each turn after the first, the crew with closest model (or models in the case of a tie) to the Font Marker gains 1 VP. Crews can earn more than 5 VP from this Strategy. If the game ends in a tie the crew with the closest model to the center of the board will win. Break any remaining ties by flipping cards. Week 1: Informant Something has happened; ever since that quake a few days ago there’s a tingling in the air, or is it buzzing, no, that’s not right either. Anyone attuned to the stones can tell you something’s changed, what they can’t tell you is what changed. Rumor has is Slappy Jack’s seen whatever is causing such a stir and you need to find out what he knows before anyone else does. You find his “camp” in the quarantine zone. Looks like he’s running a one-man salvage operation looking for artifacts of old Malifaux. He’s found a good spot, some of this is worth salvaging. You move into Jack’s camp and you see you’re not alone. There’s another crew, and something in the ground starts moving. Lots of somethings! Deployment: Standard Strategy: Extraction Schemes: Claim Jump Accusation Leave Your Mark Search the Ruins Cover Breakthrough Events: Vermin Infestation Loot Old Malifaux Loot Old Malifaux (Weekly Event) If your crew earned more VP from the Strategy than your opponent’s you may make an extra Barter flip, you must declare you are making your extra flip before flipping cards. This Barter flip gains a + twist and you may purchase any resulting Equipment upgrade for 0 scrip. Week 2: Ambush Slappy Jack was a dead end, but Big Ed, one of your sources, came through, somewhat… The quake revealed a new soulstone vein. Once of the biggest veins yet. Big Ed said there was something here that would lead you to the vein. He didn’t say what, just that you would know it when you see it. So fare you don’t see anything, that guide you hired had better have brought you to the right place. Your crew is spread out, scouring the area. There’s a shout. They’ve found the dried-out husk of a man’s body. There are a few wounds with scorch marks around them. The empty eye sockets, mouth, nostrils also have scorch marks. Is this what you’re looking for? What is this supposed to tell you? Everyone goes back to searching while you examine the body. Then they attack! They are among you, this was a setup! Deployment: Blind Strategy: Collect the Bounty Schemes: Claim Jump Leave Your Mark Frame For Murder Hidden Trap A Quick Murder Event(s): Wandering Mercenaries Sack o’ Cement Sack o’ Cement (Weekly Event) If you earn full VP from one or more schemes during this game you gain +2 Construction Materials. Week 3: Pay Back Big Ed has been hard to find since screwing your over, but your sources have sussed out where he is. Rumor has it he’s been making a good profit selling info on the new soulstone vein, and on those looking for it. Your revenge may be as profitable as it is satisfying. There’s where he’s holed up. Looks well guarded… good, this should be fun. Deployment: Close Strategy: Head Hunter Schemes: Claim Jump Eliminate the Leadership Dig Their Graves Hunting Party Tail ‘Em Event(s): A Bad Moon Raises Contract Work Extermination Week 4: Snatch Once Big Ed was properly motivated he was very forthcoming, he gave up everything and everyone. These guys have a map to the vein. All you need to do it ask them to give it to you. Politely. Deployment: Flank Strategy: Interference Schemes: Claim Jump Accusation Dig Their Graves Recover Evidence Set Up Event: A Bullet With Everyone’s Name Bloody Bounty A Bullet With Everyone’s Name (Weekly Event) If a player kills or sacrifices the Leader of an enemy Crew the Leader is automatically Finished Off without flipping and the player who killed or sacrificed the Leader immediately gains 4 Scrip. Bloody Bounty (Weekly Event) If a crew kills or sacrifices 4 or more enemy models it is considered to have satisfied the objectives of any bounty it has one time. If a crew kills or sacrifices 6 or more enemy models it is considered to have satisfied the objectives of any bounty it has two times. Bonus completions from this weekly event do stack with any other competitions including those in this game even if the bounty states it cannot be completed in a single game. Week 5: Conflux Something isn’t right. You’re close, you know that. The energy is getting more intense, it feels like your brain is melting, the unattuned don’t even seem to even notice. This doesn’t feel like any mine you’ve ever seen. Ahead are a pair of monoliths of old Malifaux. No one knows why they are in the god forsaken place or what purpose they served assuming they ever served one. You’ve seen them at least a dozen times, but never anything like this they are crackling with energy and occasionally an arc sizzles between them for an instant. We must control of them! Deployment: Corner Strategy: Guard the Stash Schemes: Claim Jump Eliminate the Leadership Frame For Murder Show of Force Inspection Events: Monuments Rejuvenating Energy If your crew earned more VP from the Strategy than your opponent’s crew, before drawing your Aftermath hand you may annihilate one injury from one model that was present in this game. Monuments (Weekly Event) One of the Guard the Stash markers (determined randomly after terrain is placed) is an Ancient Monument. While within 2" of the Ancient Monument, models receive +2 Ca to all Ca Actions. The other Guard the Stash marker is a Dead Zone. While within 2" of the Dead Zone, models may not take Ca Actions and are immune to Ca Actions. Whenever a model within 2” of a Guard the Stash marker kills or sacrifices an enemy model, the Acting model’s Crew gains 2 Scrip. Rejuvenating Energy (Weekly Event) Place a Rejuvenation Marker at the center of the board. During Upkeep the controller of a model in base contact with the Rejuvenation marker may annihilate one Injury from that model. Finale: Ascension Whatever that idiot on the other crew did wasn’t good. The energy around the monoliths has been getting bigger and more intense for hours now. You can’t even see them under the energy dome. It’s hard to hear yourself think with the buzzing. Even the unattuned won’t get near the thing. Even worse with all the light and noise this place is the worst kept secret this side of the Breach. Something is happening. The dome collapsed there’s a glowing font of magical energy. It’s so intense don’t dare approach, One of the unattuned will have to investigate. The energy pouring from the font, burns through anyone sensitive who approaches, but for those who are not sensitive, those with will to master the stones… it’s transforming them whoever can master the font could be the next master of Malifaux… Deployment: See Strategy Strategy: Ascension Schemes: None Event(s): The Font Ascension- Special Strategy There something emanating from that rock, something good, I wants it! This is a multiplayer strategy. Crew: Each crew has 13 points to build a crew, which consist of one Minion or Enforcer in their Arsenal. A crews maximum starting Soulstone pool is 4. Set up: Set up a typical 3’ by 3’ Malifaux board. Place a Font Marker at the Center of the table. Deployment: Each player flips a single card and deploys their crew in descending order (King before Queen, 6 before 5, etc.). In the case of a tie Activate in this order Rams, then Tomes, then Crows, then Masks. Models are deployed within 9" of any board edge not within 9” of another model. Initiative: Players Activate in descending order, break ties as initiative above. Hand Size: Maximum hand size for this scenario is 3. No Summoning: Any Actions, Abilities, Triggers, etc. which summon models are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model). Victory Points At the end of each turn after the first, the crew with closest model (or models in the case of a tie) to the Font Marker gains 1 VP. Crews can earn more than 5 VP from this Strategy. If the game ends in a tie the crew with the closest model to the center of the board will win. Break any remaining ties by flipping cards. The Font Any model within 6” of the font maker can use soulstones as if they were had the Master characteristic. During upkeep all crews with a model within 6” of the font marker gain 1 soulstone. Quote Link to comment Share on other sites More sharing options...
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