Download - Malifaux Campaign - Vying for Power - Fixed
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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
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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 -
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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
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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
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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