7
CROSSROADS OF COURAGE | SEASON 1 PRIVATEERPRESS.COM 1 SEASON I By William Hungerford War has once again swept across western Immoren, more fierce and bloody than ever before. As the atrocities of war continue to escalate, the people look to their kings, queens, and emperors for guidance. You are one of those mighty leaders, and you stand at a crossroads. What do you believe in? How will you lead your forces to victory? Are you a Sower of war? Perhaps your agenda is more righteous and honorable than any others. Perhaps you are willing to go to any length and put into motion any plot to ensure your people take their rightful place as the conquerors of Immoren. Are you a Reaper of war? While others play their complex and deadly chess game, wasting the lives of thousands of their own soldiers and citizens, you prepare to reap the vast spoils left behind by their folly. You are not some petty opportunistic cutthroat; instead you will see your people rise to glory through the failure of your enemies. Choose your side, and prepare to slay any who stand in your way. During this season of Crossroads of Courage the conflict takes place high in the Upper Wyrmwall Mountains. Here in the frigid and rocky terrain exist several mining towns and safe havens for those who would rather avoid the burden of living in lands governed by law. These small pockets of pseudo-civilization offer resources valuable to any nation or army willing to take the risks necessary to secure them. The Crossroads & the Holden the Last Card The link for this season’s Crossroads survey can be found at privateerpress.com/organized-play/leagues/crossroads-of- courage. Once per league week a player can visit the Crossroads for this season and answer a brief series of questions. Depending on the answers, the player will receive one of two results: Courage or Cowardice. If a player’s result is Courage, for that league week he can include Holden the Last (Courage) in any of his army lists. Similarly, if a player’s result is Cowardice, for that league week he can include Holden the Last (Coward) in any of his army lists. Achievements The following Achievements are available to each team for this season. A player can score each Achievement only once per week. Remember, before each league season begins a player must choose to either be a Reaper or a Sower for the entire season. While a player can freely change army lists and even Factions between games, he cannot change which team he belongs to until the next season begins. Reaper Team Achievement 1: Spoils of War • Paint a new warcaster or warlock and play at least one game with it. This model can be assembled and primed ahead of time but must begin the week completely unpainted. Achievement 2: Master Assassin • Win a game by ’caster kill by the end of the third game round. Achievement 3: Dead Men Tell No Tales • Win the “Legend of Ol’ Jeb” scenario by destroying Ol’ Jeb. Achievement 4: Den of Thieves Build a terrain piece for the Bandit Fort Battlefield. Sower Team Achievement 1: Architect of War • Paint a new heavy warjack or heavy warbeast and play at least one game with it. This model can be assembled and primed ahead of time but must begin the week completely unpainted. Achievement 2: Master Manipulator • Win a game by scenario victory by the end of the fourth game round. Achievement 3: Failed to Deliver • Win the “Return to Sender” scenario with no Messenger in play. Achievement 4: A Wise Investment Build a terrain piece for the Mining Town Battlefield.

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Crossroads of Courage | season 1 privateerpress.Com 1

SeaSon I

By William Hungerford

War has once again swept across western Immoren, more fierce and bloody than ever before. As the atrocities of war continue to escalate, the people look to their kings, queens, and emperors for guidance. You are one of those mighty leaders, and you stand at a crossroads. What do you believe in? How will you lead your forces to victory?

Are you a Sower of war? Perhaps your agenda is more righteous and honorable than any others. Perhaps you are willing to go to any length and put into motion any plot to ensure your people take their rightful place as the conquerors of Immoren.

Are you a Reaper of war? While others play their complex and deadly chess game, wasting the lives of thousands of their own soldiers and citizens, you prepare to reap the vast spoils left behind by their folly. You are not some petty opportunistic cutthroat; instead you will see your people rise to glory through the failure of your enemies.

Choose your side, and prepare to slay any who stand in your way. During this season of Crossroads of Courage the conflict takes place high in the Upper Wyrmwall Mountains. Here in the frigid and rocky terrain exist several mining towns and safe havens for those who would rather avoid the burden of living in lands governed by law. These small pockets of pseudo-civilization offer resources valuable to any nation or army willing to take the risks necessary to secure them.

The Crossroads & the Holden the Last CardThe link for this season’s Crossroads survey can be found at privateerpress.com/organized-play/leagues/crossroads-of-courage.

Once per league week a player can visit the Crossroads for this season and answer a brief series of questions. Depending on the answers, the player will receive one of two results: Courage or Cowardice.

If a player’s result is Courage, for that league week he can include Holden the Last (Courage) in any of his army lists. Similarly, if a player’s result is Cowardice, for that league week he can include Holden the Last (Coward) in any of his army lists.

AchievementsThe following Achievements are available to each team for this season. A player can score each Achievement only once per week. Remember, before each league season begins a player must choose to either be a Reaper or a Sower for the entire season. While a player can freely change army lists and even Factions between games, he cannot change which team he belongs to until the next season begins.

Reaper Team

Achievement 1: Spoils of War

• Paint a new warcaster or warlock and play at least one game with it. This model can be assembled and primed ahead of time but must begin the week completely unpainted.

Achievement 2: Master Assassin

• Win a game by ’caster kill by the end of the third game round.

Achievement 3: Dead Men Tell No Tales

• Win the “Legend of Ol’ Jeb” scenario by destroying Ol’ Jeb.

Achievement 4: Den of Thieves

• Build a terrain piece for the Bandit Fort Battlefield.

Sower Team

Achievement 1: Architect of War

• Paint a new heavy warjack or heavy warbeast and play at least one game with it. This model can be assembled and primed ahead of time but must begin the week completely unpainted.

Achievement 2: Master Manipulator

• Win a game by scenario victory by the end of the fourth game round.

Achievement 3: Failed to Deliver

• Win the “Return to Sender” scenario with no Messenger in play.

Achievement 4: A Wise Investment

• Build a terrain piece for the Mining Town Battlefield.

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Contents and Game Rules ©2001–2016 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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2

Both players have standard deployment zones. Alternatively, this scenario can be played on a 30˝ × 30˝ table using the Rumble rules found in the Crossroads of Courage core rules document.

Special RulesAt the start of each player’s Maintenance Phase, the active player rolls 3d6. All models have their LOS reduced to a number of inches equal to the result of this roll for one turn.

While within 4˝ of a Flare marker, models lose and cannot gain concealment, cover, or Stealth . Models ignore LOS when declaring charges or attacks against a model within 4˝ of a Flare marker.

Victory ConditionsA player wins if he has the only warcaster(s) or warlock(s) remaining in play.

Summary: A powerful blizzard has swept across the Upper Wyrmwall Mountains, reducing visibility to mere feet and disorienting the armies that are moving at a crawl through the mountainous terrain. Smaller pockets of stranded forces have lit flares in an attempt to signal their comrades, but their efforts have instead attracted the attention of enemy soldiers equally lost in the storm.

Place six to eight pieces of terrain on the table before the game begins. No terrain feature can be placed within 3˝ of another terrain feature, with the exception of trench templates.

Players can choose to use the Snowdrift terrain feature in this scenario. A Snowdrift terrain feature is represented by a 4˝ AOE template. Models completely within a Snowdrift gain concealment, and models without Immunity: Cold treat it as rough terrain.

After terrain is placed but before the game begins, each player must place three 30 mm Flare markers on the table. Starting with the first player, players alternate placing one of their Flare markers. Flare markers can be placed anywhere on the table.

SceNARIo 1:

SNoW BlIND

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Contents and Game Rules ©2001–2016 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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3

OL’ JEB

Illus. by Grzegorz Rutkowski © Privateer Press, Inc. All Rights Reserved. All faction names, logos, warjack®, warcaster® & warbeast are TM of Privateer Press, Inc.

OL’ JEB

DIG IN (HACTION) – This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. It can begin the game dug in.GRIM LUCK – When this model suffers damage, a friendly non-warcaster non-warlock warrior model in its command range can suffer that damage instead.TALE TELLER – Friendly warrior models activating in this model’s command range gain Pathfinder and Tough for one round.WANDER OFF – At the end of your Activation Phase, if there are no friendly models in its command range, this model is removed from play.WON’T STOP YAPPIN’ – At the end of this model’s activation, if there are no friendly models in its command range this model immediately runs directly toward the nearest friendly model, then its activation ends.

SPD STR MAT RAT DEF ARM CMD 5 5 4 3 13 12 5

FAC

OL’ JEB SEASON 1

OL’ JEB

CROSSROADS OF COURAGE SOLO

PC0

RNG POW P+S 0.5 3 8

MINING PICK

DAMAGE

SceNARIo 2:

The legeND oF ol’ JeBSummary: The people who make their homes in the Upper Wyrmwall Mountains are notoriously hardy folk. While most choose to live in small communities throughout the region, there are some particularly wily individuals who survive in solitude. One such individual who is well known throughout the area is the prospector Jebediah “Ol’ Jeb” Stonesworth. Ol’ Jeb has lived in the mountains for all of his seventy-three years on Caen, and he knows the locations of countless hidden resources in the area.

It is not unheard of for armed forces traveling through the Upper Wyrmwall Mountains to hire Ol’ Jeb to lead them to secret nooks and crannies containing valuable resources for their own army and their kingdom’s coffers. Ol’ Jeb has gotten a bit forgetful in his old age, however. Sometimes he’ll lead an entire cohort of soldiers to an area where an enemy force is already gathering resources, having been led there by Ol’ Jeb just days before.

In this scenario, the Reaper player is the Attacker and the Sower player is the Defender. If both players belong to the same team, randomly determine which player is the Attacker and which is the Defender.

Place six to eight pieces of terrain on the table. No terrain feature can be placed within 3˝ of another terrain feature, with the exception of trench templates.

After determining the first player, the Defender places a 5˝ AOE anywhere completely within the Attacker’s deployment zone (or their table edge for Rumble games). This AOE represents the Hidden Mine Entrance.

Both players have standard deployment zones. Alternatively, this scenario can be played on a 30˝ × 30˝ table using the Rumble rules found in the Crossroads of Courage core rules document.

Special RulesThe Defender adds an additional model to his army free of cost: Ol’ Jeb. This model is a friendly Faction model to the Defender and activates normally during the Defender’s Activation Phase.

Victory conditionsA player wins if he has the only warcaster(s) or warlock(s) remaining in play.

The Defender wins if Ol’ Jeb begins his activation within the Hidden Mine Entrance.

The Attacker wins if Ol’ Jeb is destroyed or removed from play.

privateerpress.Comjourneyman | v1.0

Contents and Game Rules ©2001–2016 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

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4

SceNARIo 3:

ReTuRN To SeNDeRSummary: Military communication in the Upper Wyrmwall Mountains can be a difficult task to execute reliably. Various unorthodox methods are employed to ensure that messages are delivered swiftly throughout the treacherous region. Recently, a small force has been instructed to drop off a package containing vital information at a predetermined location, where it will be picked up later by allied scouts.

Unfortunately for this force, the map describing the drop-off location is missing a few key details, and they need to discover the exact location. Worse yet, enemy forces learned of the plans for this delivery and have already scouted the area. They not only found the exact drop-off location but have had time to prepare an ambush.

In this scenario, the Reaper player is the Defender and the Sower player is the Attacker. If both players belong to the same team, randomly determine which player is the Attacker and which is the Defender.

The Defender’s army must contain at least one solo. Before the game begins, the Defender nominates one solo in his army as the Messenger. This Messenger must begin the game in play.

Place six to eight pieces of terrain on the table before the game begins. No terrain feature can be placed within 3˝ of another terrain feature, with the exception of trench templates.

After terrain is placed but before deployment, the Attacker chooses any piece of terrain on the table as the drop-off location but does not announce his choice. Instead, he writes down the chosen terrain on a piece of paper to be revealed later.

Both players have standard deployment zones. Alternatively, this scenario can be played on a 30˝ × 30˝ table using the Rumble rules found in the Crossroads of Courage core rules document.

Special RulesIf the Messenger is destroyed or removed from play during the Attacker’s turn, the Defender can choose another friendly solo within 5˝ of that model to become the new Messenger. If no eligible models are within range, no model becomes the new Messenger.

If the Messenger advances within 8˝ of a terrain piece, the Attacker must inform the Defender if that terrain piece is the drop-off location.

Victory conditionsA player wins if he has the only warcaster(s) or warlock(s) remaining in play.

If there is no Messenger in play when a player ends his turn, the Attacker immediately wins.

If the Defender begins his turn with the Messenger in base contact with or within the drop-off location, the Defender immediately wins.

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Contents and Game Rules ©2001–2016 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

5

BATTleFIelD:

MININg ToWNSummary: This small mining town contains just enough supplies and shelter to keep the local miners safe from the harsh environment when they aren’t working. The meager resources outside the mines hold little value, but the ore and gems within the mines are worth a king’s ransom. Soldiers brave enough to navigate the mine tunnels during the heat of battle may find vital and unknown paths to victory.

Terrain SetupPlayers should use a mix of the following terrain features when placing terrain on this battlefield:

descriptionterrain

feature typefrequency

special

notes

Stone Building Obstruction 4–6 pieces —

Crate of ore or

mining suppliesObstacle 0–2 pieces —

Rocky ground or

snow patchRough Terrain 0–2 pieces —

Crate of dynamite Special 1–2 piecesSee "Special

Rules"

Mine entrance Special 2 piecesSee "Special

Rules"

Special RulesThis Battlefield features the Crate of Dynamite and Mine Entrance special terrain features.

The Crate of Dynamite terrain feature is treated as an obstruction that grants cover and should be no larger than 2˝ × 2˝. Starting on the first player’s second turn, during each player’s Maintenance Phase he must roll to determine if a crate explodes due to the battle raging nearby. The active player rolls a d6 for each crate on the table. On a roll of 1, the crate explodes and the active player places a 5˝ AOE in play with its center point touching any part of the crate. Remove the crate from the table. Models in the AOE are hit and suffer a POW 14 fire damage roll .

The Mine Entrance terrain feature is treated as an obstruction that grants cover and should be no larger than 4˝ × 6˝. When placing Mine Entrances, each player (starting with the first player) should place one to ensure this terrain feature does not give one player an unfair advantage. Mine Entrances cannot be placed within deployment zones. When a non-huge-based model begins its activation within 1˝ of a Mine Entrance, you can choose to place the model within 1˝ of another Mine Entrance, then its activation immediately ends.

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Contents and Game Rules ©2001–2016 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

6

BATTleFIelD:

BANDIT FoRTSummary: For years this wooden fort has served one purpose for the cutthroats residing behind its tall timber walls: keep everyone else out. But now the fort’s front gate has been smashed open, and battle has spilled onto the open grounds than once kept dozens of brigands safe. Although the outer defenses are breached, the bandits have established other ways of protecting themselves against a well-organized raid.

Terrain SetupPlayers should use a mix of the following terrain features when placing terrain on this battlefield:

descriptionterrain

feature typefrequency

special

notes

Wooden Building Obstruction 1–2 pieces —

Flaming timberBurning Earth

Hazard1–2 pieces —

Rubbish pile Rough Terrain 0–2 pieces —

Watering hole Shallow Water 0–1 pieces —

Tent Special 4–6 piecesSee "Special

Rules"

Archer's Tower Special 1 pieceSee "Special

Rules"

Special RulesThis Battlefield features the Tent and Archer’s Tower special terrain features.

The Tent terrain feature is treated as an obstacle that grants concealment and should be no larger than 2˝ × 2˝. If a medium-based or larger model contacts a Tent, it is torn down. Immediately remove the Tent from the table.

The Archer’s Tower terrain feature is treated as an obstruction that grants cover and should be no larger than 4˝ × 4˝. Starting on the first player’s second turn, the archers in the tower begin to unleash endless volleys of arrows onto the battlefield. During each player’s Maintenance Phase, each player chooses a point on the table completely within 12˝ of the Archer’s Tower for an arrow volley to deviate from. Then each arrow volley deviates 2d6˝ from the chosen point in a direction determined by the deviation template. Direction 4 on the deviation template should point toward the rear edge of the rolling player’s deployment zone. Center a 5˝ AOE on the point of impact. Models in the AOE are hit and suffer a POW 8 ranged attack blast damage roll.

Contents and Game Rules ©2001–2016 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.

®

Week Games Played Game Won Achievements Scored Fate Point(s)

1 1 2 3 4 Y N

2 1 2 3 4 Y N

3 1 2 3 4 Y N

4 1 2 3 4 Y N

TOTAL FATE POINTS

cRoSSRoADS oF couRAge 2016

PlAYeR RecoRD SheeT

Player Name: Team Name:

Sower Team

Achievement 1: Architect of War

Paint a new heavy warjack or heavy warbeast and play at least one game with it. This model can be assembled and primed ahead of time but must begin the week completely unpainted.

Achievement 2: Master Manipulator

Win a game by scenario victory by the end of the fourth game round.

Achievement 3: Failed to Deliver

Win the “Return to Sender” scenario with no Messenger in play.

Achievement 4: A Wise Investment

Build a terrain piece for the Mining Town Battlefield.

Reaper Team

Achievement 1: Spoils of War

Paint a new warcaster or warlock and play at least one game with it. This model can be assembled and primed ahead of time but must begin the week completely unpainted.

Achievement 2: Master Assassin

Win a game by ’caster kill by the end of the third game round.

Achievement 3: Dead Men Tell No Tales

Win the “Legend of Ol’ Jeb” scenario by destroying Ol’ Jeb.

Achievement 4: Den of Thieves

Build a terrain piece for the Bandit Fort Battlefield.