Hola!
Tras echar un ojo al fantástico trabajo que estáis haciendo por aquí, esta es una de las ideas que más me gusta, y ante todo, es la que más fácilmente puedo intentar introducir en mi grupo de juego (más que nada, no puedo hacerles leerse un manual en castellano

).
Por ello, me gustaría pegarle un empujon a este módulo. Pero en paralelo, acabaré sacando adelante mi "propia" versión de vuestra idea (obviamente, ambos lados pueden beber!).
He colgado un post con la primera tanda de ideas y el preview de las cartas en un blog que llevo con unos amiguetes:
http://www.modelbrush.com/mordheim-secondary-mission-cardsEsta todo en inglés debido a que yo juego en Finlandia y allí el castellano no sirve de mucho. Básicamente he cogido y mezclado vuestras ideas (por lo cual, poco mérito me llevo). Por su puesto, si no os parece bien que haga esto, decírmelo!.
Mi idea es que cada jugador robe
dos cartas de MISIONES y otras
dos cartas de RECOMPENSAS. Es decir, habría dos decks. Me parecé más interesante que ambos factores vayan separados, ya que así las combinaciones de misión-recompensa son enormes y evitamos caer en las repeticiones.
Y después, siguiendo la idea de Khaelion he empezado a ordenar misiones y recompensas por tipo, aunque en realidad esto no tendría ningún efecto real en el juego. Pero para mí así sin duda es más fácil trabajar!. OJO, las cartas están enfocadas para jugar partidas multijugador, ya que es el modo en el que juego siempre.
Y ahora en lo que quiero trabajar es en ampliar el número de misiones y recompensas (me gustaría que hubiera 40 de cada), y claro esta, buscar que no sean demasiado desequilibradas.
La idea de poner efectos punitivos si no cumples la misión me parece muy interesante, y con la fiebre por las barajas de cartas, se me ocurre otro deck para cartas de "pifias"

.
Aquí va la lista que vosotros ya empezásteis a escribir, con algunos añadidos:
MISSION CARDSPrepared positions: - Take the control of (number) buildings until the end of the game
- Take the control of the highest building with at least one miniature, and hold the enemies to 6 inches or more
Attack!: - Put out of action the leader of the warband deployed in your left/right/front
- Put out of action two heroes from different warbands
- Put out of action a whole henchmen group
- Put out of action the 50% of the Warband deployed in your left/right/front
- To the fire!: kill an enemy sorcerer or shaman.
- Put out of action a big creature (i. e ogres, trolls, etc.)
- Put out of action an enemy hired sword
- Sets fire to a house with enemies within. If you have a torch, you only need to be in contact. If you don’t have one, you can try to find it in a house or pile of waste. Roll 1D6 and with 4+ you find a torch. You only can seek once per scenery element. There is no real effect on the enemies!
- Arrow rain: put out of action at least three enemy miniatures using bows or crossbows
- Lead rain: put out of action at least three enemy miniatures using fire guns
Tactical movement: - Get out of the table the 50% of your warband by the opposite side of the table
- The leader of your warband have to reach the opposite side of the table
- Take the control of two areas (i. e. two deployment areas)
- Block and enemy objective
Survival: - At least the 60% of your Warband must survive until the end of the battle (no AOA)
- The leader of your warband have to survive (no AOA)
- All your heroes have to survive (no AOA)
- Get and hold two witchstone fragments until the end of the game
REWARD CARDSLoot: - “Big corpse”: during the mission you find a dead warrior on the floor and you loot it before diging a tomb. Roll a dice: 1 – Dage; 2 – Axe; 3 – Sword; 4 – Light amour; 5 – Crossbow; 6 – Halberg.
- “Ambush, to the ground!”: Some marksmen shot from the roofs, but suddenly they start to run away. One of them loses the quiver. You receive hunting arrows.
Economic: - “Good job guys”: you receive an extra 2D6 crowns
- “What is this?”: during the mission you found a bag with 1D3 perfect rubies which can be sold by 6 crowns each one.
- Headhunter: A landlord has put a price on the head of your opponent. If you kill him, you get 1D6x3 crowns.
Experience: - “The devil knows more for being old than for devil”: +1 experience for the hero involved in the secondary mission.
- “Team work”: all the members of the warband involved in the secondary mission spread 1D3 experience points. The same miniature cannot receive more than one point. The remaining points are lost.
- “Clairvoyance”: roll a dice.
1-5: +1 experience for the hero involved in the secondary mission
6: during next battle draw four reward cards, instead two, and chose two.
Exploration: - “Those ruins were intact”: during the mision you have found a place which is a “mine of resources”. Roll a dice and use that value like a double roll in the exploration table.
- “Better to have fortune than be lucky, right?”: If you want you can increase by 1 the result of one dice during the exploration roll.
- “To my feeling, I think is over there…”: If you want you can reduce by 1 the result of one dice during the exploration roll.
- “Because I’m here, if not…”: If you want you can increase or reduce by 1 the result of one dice during the exploration roll.
- “I know this place”: roll an extra D6 during the exploration roll and remove one. For example, if you have four heroes, roll five dice and remove one.
- “Have you also seen that green light?”: if the hero who completed the mission card survives until the end of the game, roll a dice: 1-3 +1 experience; 4-5 one witchstone fragment; 6 two witchstones fragments.
Influence: - Honorable: traders start trusting in you. You can add +1 in your next roll to find a rare object.
- Good merchant: you can sell any stuff from your stored equipment by the selling price (only once)
- Charismatic leader: the maintenance cost of a hired sword is reduce to the half (only once)
Living legend: when you hire a new hired sword the original price is reduce by 15 crowns (only once).
Y este es un ejemplo del fantastico diseño que me ha preparado mi brother para las cartas: