|
|
 Rank: Zealot
Joined: 11/15/2007 Posts: 479 Location: Cincinnati
|
Give a test run. Tell me what's broken. Scoring will be VP and AP killed. You will take 1 fixed list throughout the tournament. Quote:COMMUNICATION PODs: Background: Nine communication pods were sent to this planet over 50 years ago. The pods have been steadily collecting information but the strategic sciences team has not been able to receive communication since their deployment. Your team has been selected activate the pods to transmit the data to the coordinates you supply. Spies from the enemy forces have intercepted your communications and are now racing toward the location to accomplish the same task. WHO WILL SEND THE VITAL DATA TO THEIR GOVERNMENT? Set up: 4x4 board. Special Terrain: 9 pods (40mm cubes) are placed randomly by the players (1 per player at a time) on the board. (roll to determine who places first and last). The pods may not be inside a building that has less then 3 access points and must be at ground level. The pods must be located at least 6 inches of the deployment zones and one another (or as far away as possible). Players will roll for sides AFTER the placement of the pods. Deployment: Forces are deployed as per the rule book. There are no special deployment rules. Victory Conditions: 3 VP available: 1 VP awarded for every 3 cubes actively transmitting data to your Government at the end of the game. Activation: A cube is initially activated by any figure in contact with the pod through the use of the short skill. “ACTIVATION” "Activating the data console is a short skill (non-movement, not usable in ARO). If the activating figure is not incapacitated (unconscious, dead, immobilized, etc) at the end of his order, the data console is aligned to send its data to the activating model's headquarters." A pod can be “activated” multiple times by both forces. Each successive activation changes the coordinates to which the data is being transmitted. A Pod will score for the final team that successfully activates the pod. Quote:BREAK OUT: Background: Your team is trapped behind enemy lines and needs to get to the awaiting vehicles. The enemy is aware of your escape route and will exhaust all available resources to “delay your flight”. Good Luck. Set up: 4x4 board. Special Terrain: N/A – Recommended high terrain count board. Deployment: Forces are deployed as in a 12 x 24 area as per the diagram (D1 or D2). Victory Conditions: 1 VP: for the team with the greatest AP* of figures through your exit zone. 1 VP: Kill/Incapacitate the most AP of enemy figures 1 VP Control the most labeled zones. (Control is both count and AP. A models count is equal to the number of wounds.) *IN ODRDER TO COUNT, SCORING FIGURES MUST ENTER/START THE GAME IN THEIR TEAMS DEPLOYMENT ZONE Control: Control is the side with the greater AP and number in a zone. Number is determined by the wounds or structure points of a figure. Incapacitated figures do not count for control. Quote:Diplomatic Immunity. Background: The meeting breaks down in a hail of smoke and gun fire. Rogue fanatics from both sides initiate the hostilities but you prudently decide to get your team and charge out of harms way. With hostilities escalating your force has been given protection duty. It must escort the diplomat to the predetermined evacuation zones. At the same time, you’ve been instructed to take out the enemy’s diplomat. Set up: 4x4 board. Special Terrain: 3 pickup zones (40mm circles) will be placed in a corridor 6 inches wide in the middle of the table. 1 zone is placed in the middle of the table. Each player takes a turn (roll off for first) placing a zone randomly. There must be a minimum of 6 inches between the zones. Zones are considered “Friendly” for IFF.  Players roll for sides after the placement of the special terrain. Special Participants: Each side must choose a Diplomat to be placed on the board with the following statistics: The diplomat is declared as they are easily recognizable. Diplomat: Irregular, No cube, not impetuous, M 4-4, CC 8, BS 8, PH 8, WIP 13 Deployment: Forces are deployed as per the rule book. The diplomat must be deployed within 2 inches of another figure (the escort) inside his deployment zone. Moving the escort: The diplomat must remain within 2 inches of another team member at all times. His order does not mix with any order pool and is kept for himself only. If no figure is within 2 inches of the diplomat at the beginning of the turn he will not receive an order and will remain “frozen” in fear. Exiting the field: A diplomat must use a short movement skill to be airlifted to safety. The figure must be entirely in the pick up zone. Victory Conditions: 3VP 1 VP: the first team that escorts their diplomat to safety. 1 VP: The only diplomat alive at the end of the game 1 VP: First player to kill or (incapacitate) the enemy diplomat. Quote:Break In Background: Night closes in on the battle grounds. A building houses a computer terminal with vital information. Your job, break into the building and download the data and successfully evacuate the information. Set up: 4x4 board. Special Terrain: 6 in building (sq or round) with 2 doors placed on the facing perpendicular to the deployment zones. Inside the building is a computer terminal. Players roll for sides after the placement of the terrain. Deployment: Forces are deployed as per the rule book. Exception. No figure(s) may deploy on or in the building which houses the computer. The Doors to the building must be opened using the short skill “open” The computer’s information can be obtained using the short skill “download”. Download: The computer is initially activated by any figure in contact with it. "downloading” the data is a short skill (non-movement, not usable in ARO). If the downloading figure is not incapacitated (unconscious, dead, immobilized, etc) at the end of his order, the data is successfully retrieved." A computer’s information can be downloaded multiple times by both forces. The computer may not be destroyed. NOTE: More then 1 figure per side can be in possession of the data. However, the data cannot be passed between figures. Data may only be obtained by download. Victory Conditions: 3VP 1 VP: The first team to download the data. 1 VP: Control the building the most number of rounds (Control is both count and AP. A models count is equal to the number of wounds.) 1 VP: For being the first player to remove the downloaded data through the back of their deployment zone.
|
|
 Rank: Junior Gamer
Joined: 9/24/2007 Posts: 317 Location: Kansas
|
I have printed them off, and I will give them a try this Sunday.
|
|
 Rank: Junior Gamer
Joined: 9/24/2007 Posts: 317 Location: Kansas
|
I did two of the missions tonight, Diplomatic immunity and break in. The only one that had a problem that needed to be addressed. In diplomatic immunity is the npc in his own battle group or can he pull orders from the order pool and can do combine orders.
|
|
 Rank: Zealot
Joined: 11/15/2007 Posts: 479 Location: Cincinnati
|
he is irregullar per stat line. so his order does not contribute to thr order pool. nor may he get orders from the pool.
we played communication pods yesterday. had fun.
only changes are to move the pods to min 5 inches and to activate you must fully face the pod.
|
|
 Rank: Lord of 209
Joined: 8/20/2007 Posts: 178 Location: Tampa
|
Are hackers able to activate them from within their ZoC, or do they need to be in B2B as well?
|
|
 Rank: Zealot
Joined: 11/15/2007 Posts: 479 Location: Cincinnati
|
Dr.Mercury wrote:Are hackers able to activate them from within their ZoC, or do they need to be in B2B as well? I'm just going to throw Base to Base out. Mostly due to the fact that a Hacker could sit midway through 3 or 4 pods and get them all. However I might consider it if they have to burn a whole order. Trying to keep complexity down. You can try and convince me otherwise.
|
|
 Rank: Zealot
Joined: 3/24/2008 Posts: 554 Location: Calgary, Alberta, CANADA
|
Is there a PDF of the missions to download? I'm making sure I have everything I need.
|
|
 Rank: Zealot
Joined: 11/15/2007 Posts: 479 Location: Cincinnati
|
No...put I've got 40 packets I'm brining for the weekend.
|
|
|
Guest |