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At 43 Tourney Scenarios

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A list of custom scenarios for running a tournament of at-43.
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  Mission: Get to the Chopper! Forces Available:  Each player is allowed 2000 A.P. to build a company. This mission does not use reinforcement rules. Bothcompanies are attackers. Primary objectives: ã Evacuatin an infantry fihter! #P ã Evacuatin an armored vehicle! 2 #P Special Rules: $ndoors! All containers are considered to be infinitely tall and block los. They can be leapt over with the%&ocket 'ump( or %Anti)rav( abilities but a unit may not end its movement on top of them. All in! All the assault units enter the ame in the first round. They cannot be kept in reserve. *anocataclysm! At the end of each control phase+ each container is moved forward 20 cm towards theopposite ede of the table. Every fihter or element of terrain pushed or touched by a container is elimi)nated. ,nce they are moved the containers must once aain form an unbroken+ impassable line. -hat lies beyond the line is immediately destroyed by a sea of nanomachines *anotechnoloical chaos! At the end of each control phase+ one of the two players moves a terrain element%block( to any position on the battlefield+ then his opponent moves a different %block(+ takin turns untileach of them has moved a %block( of low walls and a %block( of hih walls. The oldest player starts first ineven numbered rounds and the youner player starts first in odd numbered rounds. Each player may movea sinle %block( of / low walls which can be arraned however the player wishes but must all be in contactwith at least one of the other low walls in the %block(. Each player may also move a sinle %block( of 2hih walls which can be arraned however the player wishes but must both be in contact with each other.These hih walls are infinitely tall and block ,1. They can be leapt over with the %&ocket 'ump( or %Anti)rav( abilities but a unit may not end its movement on top of them. A player can choose to move a%block( and keep it in the same location in which it started. Each %block( may only be moved once per round. A %block( may never be positioned in such a way that it cuts off the only point of access to an areafor a type 2 A# base or smaller to pass throuh. Evacuatin the fihters! All the fihters in a unit are evacuated when its leader ets beyond the limits of the battlefield. Evacuation can only happen via the two e3its indicated on the map. Ceasefire:  The ame ends when there are no more units on the battlefield. The winner is the player with the most #P. $f both players have the same number+ the ame ends in a tie. A player cannot score more than 20 #P for this mission. 1hould a player abandon the ame his opponent is automatically awarded a number of #P e4ual to the ma3imum.  Mission: Fog of ar Forces Available:  Each player is allowed 2500 A.P. to build a company. The Assault forces will be 2000 A.P. or less+ with500 A.P. or less of reinforcements. Both companies are attackers. Primary objectives: ã 6ontrollin a *anoenerator! 2 #P Seconary bjectives: ã 6apturin a startin container! 50 &Pã 6ontrollin a startin container! 00 &P Special Rules: &einforcements and reserves! ,ne of the neutral accesses to the battlefield is an access hatch. ,nly infantryunits may enter the ame via this access. 7se two cards face down to represent this hatch. Advanced &econ! Before the ame starts each player selects / different elements of terrain from the terrain bo3. 1tartin with the oldest player+ they take turns placin a terrain element until all elements are placed.Each element must be at least 0 cm away from another element. 1tartin with the younest player+ theythen take turns placin a sinle *anoenerator within 80 cm of the center of the board. Each *anoenerator must be at least 20 cm away from another *anoenerator. 9anetic particle storm! At the beinnin of each tactical phase the younest player rolls 2d:. The sum of the dice sets the ma3imum rane band of vision for each unit on the battlefield as the storm intensifies or dissipates. $f any unit fires on another unit and the distance is reater than the rane band for the round theshot is lost entirely. This applies to indirect fire weapons as well as the detonator oes haywire and fails totrier. lamers alone can redirect the shots to a unit in rane per the special rules for flamers. aser taers must also be within the vision rane band for the round in order to ta a taret. A successfullytaed taret can be shot with locked shot or indirect fire weaponry reardless of the rane band for theround. $nfra)red oles also only work within the rane band for the round. Ceasefire:  The ame ends when there are no more units on the battlefield. The winner is the player with the most #P. $f both players have the same number+ the ame ends in a tie. A player cannot score more than 20 #P for this mission. 1hould a player abandon the ame his opponent is automatically awarded a number of #P e4ual to the ma3imum.  Mission: Guar it #ith your life Solier! Forces Available:  Each player is allowed 2000 A.P. to build a company. This mission does not use reinforcement rules. Bothcompanies are attackers. Primary objectives: ã 6ontrollin a ;one on your opponent<s side of the board! 2 #Pã 6ontrollin a ;one on your side of the board! #P Seconary bjectives:  *one Special Rules: Advanced &econ! Before the ame starts each player selects 8 different elements of terrain from the terrain bo3. 1tartin with the oldest player+ they take turns placin a terrain element until all elements are placed.Each element must be at least 0 cm away from another element. Ceasefire:  The ame ends when there are no more units on the battlefield. The winner is the player with the most #P. $f both players have the same number+ the ame ends in a tie. A player cannot score more than 20 #P for this mission. 1hould a player abandon the ame his opponent is automatically awarded a number of #P e4ual to the ma3imum.  Mission: See$ an %estroy Forces Available:  Each player is allowed 2500 A.P. to build a company. The Assault forces will be 2000 A.P. or less+ with500 A.P. or less of reinforcements. Both companies are attackers. Primary objectives: ã Eliminatin an infantry unit! 2 #Pã Eliminatin a unit of A#s! #Pã Eliminatin an officer! #P Seconary bjectives: ã 6apturin a startin container! 50 &Pã 6ontrollin a startin container! 00 &P Special Rules: Advanced &econ! Before the ame starts each player selects / different elements of terrain from the terrain bo3. 1tartin with the oldest player+ they take turns placin a terrain element until all elements are placed.Each element must be at least 0 cm away from another element. Ceasefire:  The ame is over after round :. The player who has the most victory points wins. $f all the  players have the same number of #P the ame is a draw. The ma3imum #P a player can accrue for this mission is e4ual to the total #P obtainable from killin the less numerous player<s entire force. $f this number is less than 5+ then whichever opponent kills the opposin army to the man is awarded 5 #P.
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