The Draft

Each warlord begins the game with the following resources:

  • One 5HD warlord with five 3HD bodyguards
  • Two 4HD sub-chiefs with three 2HD bodyguards
  • One 3HD spellcaster
    • For CRT purposes casters fight as a 10HD combatant
    • For AD&D purposes, spellcasters act as a 3rd level caster
    • Players should specify whether the caster uses the cleric (shaman) or magic-user (witch) spell list at the start of the game
  • 150 orc warriors at 1HD each
  • 2,000gp
  • One defensive fortress that acts as a 1.5 multiplier for defensive purposes
    • i.e. if you have 50HD of defenders, treat them as 75HD instead
On November 12th, the DM will run an auto-draft.  For those unfamiliar with the process, it is similar to the way sporting teams draft new players.  In this case, you will submit a draft-sheet, in which you pre-rank the village locations and special abilities that you want for your tribe.  (The troops and wealth categories are already ranked from the most to least desirable.)  You will also indicate the order in which you want these four categories selected.  When the DM runs the auto-draft, he will select the highest ranked choice still available on the category that you chose for that round.

Selections are made in a serpentine manner (i.e. the player who picks first in Round One picks last in Round Two, then first in Round Three, the last player to pick in round one gets the first pick in Round Two).  There will be an example posted on this blog in the first week of November, which should give the players time to consider their draft sheets.

Home Hex

Rank your choice of starting hex (A through L) from most to least favored.

Wealth

  1. 2,000gp
  2. 1,500gp
  3. 1,500gp
  4. 3d6x100gp
  5. 1,000gp
  6. 1,000gp
  7. 1,000gp
  8. 2d6x100gp
  9. 500gp
  10. 1d6x100gp
  11. 100gp
  12. 0gp

Troops

  1. An additional 60HD of orc warriors
  2. One subchief with three bodyguards plus 50HD orc warriors
  3. An additional 50HD of orc warriors
  4. One subchief with three bodyguards plus 30HD orc warriors
  5. An additional 40HD of orc warriors
  6. One subchief with three bodyguards plus 20HD orc warriors
  7. An additional 30HD of orc warriors
  8. An additional 40HD of loyal goblin slaves
  9. An additional 20HD of orc warriors plus 20HD of loyal goblin slaves
  10. An additional 10HD of orc warriors plus 20HD of loyal goblin slaves
  11. One subchief with three bodyguards
  12. An additional 10HD orc warriors

Special

  1. Weathermancer (your shaman possesses weather powers)
    1. You know when the rains will come and this shaman can summon one hex rain storms to negate the sunlight penalties
  2. Battle Master (your chief has big battle magic mojo)
    1. When he fights, your chief provides a beneficial one-column shift on the CRT and Siege CRT
  3. Ten Ogres (4HD each)
  4. Stonework Palisade (home hex increases defense bonus from 1.5x to 2.0x)
  5. Slave Empire (gain an additional 100HD worth of goblin slaves at the start of the game)
  6. Raiders (Can re-roll any two dice when raiding settlements)
  7. Man-Friend (Treats any human random encounter as no effect)
    1. This trait is eliminated if the tribe participates in an attack on Carnatium or its suburbs
  8. Goblin-Friend (Cannot raid Goblin Town, but can visit to recruit 2d6x10HD worth of allies)
    1. Recruiting carries no risk but can only be done once every seven days
    2. Treats goblin random encounters as no effect
  9. Siege Master (when raiding orc towns, reduce the effect of walls by 0.5
    1. In other words, negates the effect of wooden walls, and stone walls provide a 1.5 multiplier
  10. Warg Riders (convert up to 60HD worth of troops and a subchief to warg riders)
    1. These remain 1HD orcs, but they can move two hexes per day, one if it is raining
    2. They must move at the speed of slower troops unless the force is composed entirely of riders
  11. Hard Bargainer (when cashing out gold at Malturrim, every 2pts of success spawns 15HD orcs)
  12. Elf Killers (every 10HD worth of elves killed drops 100gp of loot)



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