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Found 43 results

  1. Hey Guys! I've written a very basic version of a Coop game mode, and would love to hear your guys' feedback. Thanks to any curious players who care to give it a try, let me know what works and what doesn't! I've had this idea buzzing around for a while, and finally have all the fundamentals laid down- check it out! https://www.docdroid.net/y63x40x/synergasia-protocol-v11.pdf
  2. My group would like to replay the Prisonder P09 pre-Paradiso scenario. However due to the rulechanges in N3 it isn't working anymore as written. While the penalty for Infiltration works imo, what if your onmly chance of moving past the deployment zone as attacker is Infiltration udn you fail all infiltration rolls? Inn N2 you would have scattered, in N3 you are placed inside your DZ and thus the game basically ends. How would you fix this issue? I would say it could be possible to place failed infiltrators into B2B with the deployment zone outside it in this scenario. Any other issues I may have overlooked? On a side note: I ind that jammers pretty much break many scenarios. In this case for example Hassassin Bahram could place 4 Muttawi'ah inside the control room, who could not leave it due to the closed doors despite extreme impetuous, thus throwing 4 AROs on the opponent trying to open the door. Sure this mission was not designed for N3 but I can see it problematic for many scenarios...
  3. Hi there, I had great fun on my lunch break today tinkering with a mash-up of Guillotine Games' Zombicide and Infinity the Game. Zombicide is a favourite for our gaming group, and it seemed natural after reading the zombiepocalypse battle report this morning. Here it is. Comments are on, so please feel free to let me know if I've missed something. This is straight from my brain to you all, without playtesting, and I'd love some feedback on how it plays 'in the field', so to speak. Cheers!
  4. So number 1: I'm new to the forum, infinity, and wargaming in general, but I like what I see so far. However I may make a few mistakes so bare with me. So this idea has been in my head since I got my first troops and started going over the rule book. The jist of it is what if a H.V.T. Was shot down by a faction that wanted him dead, and an allied faction came to their aid. How would one go about doing this? Well I thought about this and decided on some makeshift rules. One: the H.V.T. Should have some way of defense other than a pistol and knife perhaps an assault pistol and the assassins should have some difficulty trying to kill him perhaps a general -3 to hit him Two: there should be a 12 inch zone around him where no unit can deploy (unless they are in their own deployment zone) Three: allied troops should be able to give him cover, like body guards give their clients Now you may look at these and have thoughts like "what about T.A.G.s and snipers" but here is where I get to explaining the rest of the scenario. Now the H.V.T. can receive cover from allied units but instead of the -3 he would usually get any shots fired at him have a 75% chance of hitting the allied troop and 100% if the allied troop is a T.A.G.. The H.V.T. Should be able to form a fire team with any 2, 3 or 4 allied units but they receive none of the normal benefits of this and can only shoot as an ARO. Now for the assassins side you are going to want TO camo troops and snipers to be your focus, for the allied side you want T.A.G.s and heavy infintry, these troops will be vital to your success
  5. So I did this for ITS2014, and now I want to do the same for ITS2015. I am not, this time, going to propose scenario changes. Rather, I want to select a set of scenarios that are the most balanced between one another, are fun, and work (terrain-wise, etc.) for a large tournament situation. ITS scoring is a whole other topic that is being discussed in another thread; this thread will assume that the standard ITS2015 scoring rubric (that might be overselling “guy with the most Ops wins, but whatever). The next two paragraphs are copied from the previous thread because I need to start in the same place. Let me start at the beginning. There are currently 18 scenarios available for use in ITS2015. For each game, there is intra-scenario balance to consider. Does each player have a chance to win proportional to his skill in relation to his opponent’s skill? I believe that some of the ITS2015 scenarios have relatively good intra-scenario balance, and others are relatively poor in this respect. At a multi-round tournament, inter-scenario balance comes into play. Does each scenario give players similar scoring opportunities? Are the total possible scores coming out of each scenario similar? How easy is it in a scenario to come away with a high score? At a tournament, optimally players would have equal chances each round regardless of the scenario choice. I think inter-scenario balance is worse than intra-scenario balance in ITS2015, and I'm going to go through some numbers and analysis to try to show that. Each scenario allows a player to score a maximum of 10 points, with many of these points being mutually exclusive. The number of points that are not mutually exclusive, however, varies greatly from scenario to scenario. Some scenarios allow a player who gave up all 10 points to his opponent to score 8(!) points, while others only allow 1 in the same situation. I'm going to go through each scenario and outline the pertinent numbers. Annihilation: 4 completely unopposed points, potentially more if one player has baggage (and it counts - this is sadly unclear). Max combined score ignoring baggage is 14. This mission is about as simple as it gets, though it does place a heavy load on accomplishing the classified objectives, more than any other mission. I used this mission relatively often in ITS2014 and it hasn't changed. 14 is in the higher range of potential max scores. Supplies: 2 completely unopposed points, 2 occasionally-unopposed points (if both players have zero boxes they each get 2 points), max score when allowing 10 points is 2. Max combined score is 12. This mission is also unchanged from ITS2014, and the following comments are from that prior experience. I have not seen 10s scored many times in this mission, because controlling all 3 boxes is difficult. There are some particularly bad matchups in this mission (JSA with aragoto hackers vs infiltrator-less NeoTerra, for example) that have made me move away from it, but I've used in several times. Frontline: 2 completely unopposed points, but the differing values of the areas for each player adds another 3 semi-unopposed points. Max score when allowing 10 points is 2, but often the score is something like 9-6, because neither player cares too much about the area just outside his deployment zone. The max combined score is 15. It's rare for the points to not be awarded because all you need is one guy in the zone when the game ends. The mission didn't change, but I don't like it any more. Emergency Transmission: 2 completely unopposed points, max score when allowing 10 points is 2, and the max combined score is 12. The 2 points for controlling the antenna at the end are tough to get, but my biggest problem with this mission is that it requires making a boatload of WIP-3 rolls, which can easily swing the game when one player fails several in a row. Unchanged from ITS2014. Requires 7 pieces of objective terrain per table in places that don't match other scenarios. Seize the Antennae: 1 completely unopposed point, max score when allowing 10 is 1, max combined score is 11. This mission is pretty simple, but the total score matches Quadrant Control (and now Cold Sleep) for being the lowest. It can be tough to score. This is another mission unchanged from ITS2014, and one of my favorites. Quadrant Control: 1 completely unopposed point, opposed points lead to low-scoring games when someone doesn't control more quadrants each turn (from 3 to 2 total points awarded). Max score when allowing 10 points is 1, and the max number of combined points is only 11. Points are essentially guaranteed to be awarded, but often less than the max when a turn ends in a tie. I've found this mission to be relatively balanced intra-scenario. While this mission is unchanged from ITS2014 and was a goto then, I think I will be using Supremacy (see below) instead in ITS2015. Lifeblood: 2 unopposed points. Max score when allowing 10 points is 2. Some sectorials and one faction struggle with options for destroying the boxes (Tohaa particularly now that Viral is not anti-materiel), and the potential for an extremely unbalanced layout of the boxes is there. The scenario seems much better than last year (max score, box deployment, and first turn advantage have been improved), and I will definitely try it out for ITS2015, but the extra randomness from the box deployment turns me off of it for competitive events. Beacon Race: 2 completely unopposed points. Max score when allowing 10 points is 2, making the max combined score 12. Points are (in my ITS2014 experience) less likely to be awarded - getting 4 beacons out is quite tough unless the terrain is too tight or your opponent rolls over. The terrain requirement of the center room is a pain in the ass, IMO, especially for tournaments where you don't really want to reconfigure the terrain between rounds. While the scoring was improved to be more in line with the legacy scenarios, the gameplay is still the same and I will not be likely to use this scenario for tournaments. Antennae Field: 2 completely unopposed points, max score when allowing 10 points is 2. Opposed points don't lead to lost overall points like Quadrant Control, and the max combined score is 12. Some points are likely to be awarded (the round-end scoring, because of the non-requirement for making WIP rolls) while others are not (controlling the antennae in the opponents deployment zone). This was one of my favorite ITS2014 missions despite the frustrating exclusion zone. I used this scenario in most of the ITS2014 tournaments I ran, and will likely run it in ITS2015 as well. New scenarios, all theory: Transmission Matrix: 4 unopposed points. Max score while allowing 10 points is 4, matching up nicely with Annihilation. I'm looking forward to this mission; I think it will be chaotic because of the crazy hacking but still fun. It matches up with just enough other scenarios scoring-wise to be used. Beaconland: 7 unopposed points, max score while allowing 10 points is 7. This is the second-highest scoring mission by total possible score, which already makes it tough to use. Unfortunately, it’s also a mess of a mission that encourages/requires crazy skew lists with hordes of cheap specialists, highly encourages collusion between opponents (each player could score 8 points without shooting or otherwise interacting with his opponent), and requires tons of markers for record-keeping. Note that specialists with camo will be revealed to start the game. I will not be using this mission in ITS2015 tournaments. Cold Sleep: 1 unopposed point, max score while allowing 10 points is 1, tied for the lowest. This scenario should play very similarly to Emergency Transmission: lots of WIP-3 rolls (and therefore randomness) and similar scoring (though tying one’s opponent on activations results in a reduction of total points awarded). Again similar to Emergency Transmission, it requires 6 terrain pieces in non-standard locations, making things tricky for universal setup for tournaments. I might use this in smaller tournaments instead of Emergency Transmission, but I don’t love it and probably wouldn’t use it for big tournaments. Coffin Raiders: 8 unopposed points, max score while allowing 10 points is 8 but 9-9 is also possible. Ugh. This scenario is a slightly modified Beacon Race 2014. It requires an objective room (a minus for me), has the highest potential combined score in ITS2015, and encourages collusion to reach that high score. 9-9 can be had if the players completely ignore each other and just do the objectives. I didn’t like Beacon Race for tournaments in ITS2015 and I don’t like Coffin Raiders for tournaments in ITS2015. Biotechvore: 6 unopposed points, max score while allowing 10 points is 6. This scenario was controversial from the beginning for several reasons: it is skewed heavily towards link teams and their order efficiency, giving Tohaa, ASS, and QK another leg up since they can bring more than one, it requires a completely different list from any other mission, the biotechvore damage makes this the most random mission in ITS2015, and the second player has an enormous advantage as he can shoot the first player while that player’s models sprint for the center and then make his way there in his turn facing much less ARO power. The potential points are high, I really dislike the increased randomness, infiltrating camo gets boned worse than by an exclusion zone (PH-3 to deploy outside of deployment zone, failure puts you in the deployment zone and removes your camo’d state). Since lots of stuff is likely to die the max score is unlikely to be reached. I will probably not be using this scenario for ITS2015 events. It does seem like a fun casual scenario, though, aside from the big advantage to going second. Supremacy: 2 unopposed points, max score while allowing 10 points is 2. This scenario is basically Quadrant Control plus some button-pushing with an emphasis on keeping your specialists alive. I liked Quadrant Control last year, but I like the extras going on in this mission this year to use it over QC. I will use this mission in ITS2015 tournaments that I run. Highly Classified: 6 unopposed points, max score while allowing 10 points is 6. YAMS, anyone? The max score is quite high for this mission, making it tricky to match with others for a tournament (particularly since I don’t like several of the other high-scoring missions). Other than that, there’s not much to say. The shared classifieds make it a bit more random than some other missions, and Tohaa can’t even accomplish Test Run, which sucks for them when that objective is chosen by their opponent. I guess you could pair it with Biotechvore and Beaconland for a “let’s just have fun playing weird scenarios” event, although while this one is odd for ITS it’s not really that weird overall. I would probably not use this in an ITS2015 tournament. Nimbus Zone: 5 unopposed points, max score while allowing 10 points is 5. This mission has a higher max score, but it’s close enough to Annihilation and Transmission Matrix to make me consider using those scenarios together. The exclusion zone keeps the first player from easily disconnecting three nimbus antennas and locking down several points. The nimbus zone makes for very different fighting in the early part of the game; I would try to accomplish objectives while ignoring my enemy as much as possible. This is another mission with a big terrain requirement, matching the 7 pieces required for Emergency Transmission. I will give this a try in ITS2015; I could see a recommendation going either way after some experience. Armory: 2 unopposed points, max score while allowing 10 points is 2. This is another objective room mission that I think would be more fun as a casual game (the panoplies!) than in a tournament. The armory room can be tough to clear once occupied. The objective room will probably keep me from using this scenario in ITS2015. So where to go from here? I think TOs should strongly consider using missions with similar (difference <=2) maximum possible scores to reduce some of the imbalance created by playing different scenarios in different rounds. I like the following supersets: Annihilation/Transmission Matrix/Nimbus Zone/Highly Classified Antenna Field/Supremacy/Seize the Antennae/Supplies/[in smaller events: Emergency Transmission/Cold Sleep] If you really want to mess with your players and don’t care about randomness, play Lifeblood, Beaconland, and Biotechvore all in the same tournament. Obviously not everyone will agree with the things I like/dislike and some people won’t care about reducing the randomness. If you do care, though, consider the numbers I’ve presented here when selecting scenarios for an event. I will try to update this once I’ve run a few ITS2015 events. Thanks for reading! I look forward to some discussion.
  6. Hi! I'm holding a tournament in Oslo in January and I'm trying to write some cool and fun scenarios for the event. This is the third one of five. What do you think if this one? ---------- Scenario: Making contact Description The attacker tries to retrieve/kidnap a HVT from under the defenders nose. Deployment * HVT: Defender places HVT according to the normal rules, and not within 12" of a table edge. Also remember that the HVT is the first model the defender places in his deployment phase. * Classified: Attacker has an ordinary Classified objective, roll as usual. If the classified is interacting with the HVT it may be done even when the HVT is synchronized to a friend or enemy. During the game * HVT: The HVT may be synchronized and will then move together with the owner. The defenders may not synchronize the HVT until the attacker has managed to synchronize at least once. * Taking prisoner: If one defender model (not in a null state) ends the game in btb with an attacker model that is unconcious/IMM-2/another equivalent (permanent) state (not dead, not IMM-1,...) then the attacker model is taken prisoner. Game length 3 turns or one side is put in retreat (as most ITS) Objectives attacker * HVT synchronized at least once: 2 VP. * HVT in attacker's deployment zone at the end of game: 2 VP. * HVT synchronized to one of the attackers models (that are not in a null state): 4 VP. * Classified objective: 2 VP. Objectives defender The attacker has not managed to synchronize the HVT at all: 8VP. HVT in defender’s deployment zone at the end of game: 2 VP. HVT synchronized to one of the defenders models (that are not in a null state): 4 VP. Taking 1 prisoner: 2 pts. ---------- You can find the scenario, a map and a place to leave structured feedback here: http://infinityoslo.weebly.com/scenario-making-contact.html
  7. Hi! I'm holding a tournament in Oslo in January and I'm trying to write some cool and fun scenarios for the event. This is the second one of five. What do you think if this one? ---------- Scenario: Destruction Description In a bold strike the attacker tries to blow up and destroy 3 key targets. Deployment * Targets for destruction: The defender places 3 targets exactly 12" from his own table edge. They must be placed on the lowest accessible level but may be placed indoors. No targets may be within 6" of another target or 6” of the side edges of the table. Use a 40mm marker or some terrain feature of similar size. * Garrison: The defenders models that are Line Infantry (not all Light Infantry ;-)) or Garrison Troops gain the skill Forward Deployment 1 as they have set up a perimeter previously, effectively having a 16" deployment zone. The other models only have a 6” deployment zone, unless they use some special skill to deploy. * Classified: Both sides has an ordinary Classified objective, roll as usual. * HVT: Both players deploys a HVT each, as normal. During the game * Bang: To destroy a target a model must be in BTB with the target, spend an short action and succeed a WIP-roll. If the model chooses to spend a D-charge (model must have d-charges), it gets + 3 to the roll. Else all specialists roll without any modification and all other models apply - 6 to the roll. If successful then place a marker to show the target is destroyed. You may try again if the roll failed. Game length 3 turns or one side is put in retreat (as most ITS) Objectives attacker * 1 target destroyed: 2 VP or * 2 targets destroyed: 5 VP or * 3 targets destroyed: 9 VP. * Classified objective: 1 VP. Objectives defender * 2 targets destroyed: 4 VP or * 1 target destroyed: 7 VP or * No targets destroyed: 9 VP. * Classified objective: 1 VP. ---------- You can find the scenario, a map and a place to leave structured feedback here: http://infinityoslo.weebly.com/scenario-destruction.html
  8. Hi! I'm holding a tournament in Oslo in January and I'm trying to write some cool and fun scenarios for the event. What do you think if this one? ---------- Assassination Description The HVT is exposed for a moment and the attacker grasps the chance to kill the defenders HVT and destroy his cube. Deployment * HVT: Defender places HVT according to the normal rules, and not within 12" of a table edge. Also remember that the HVT is the first model the defender places in his deployment phase. * Defended area: Attacker may not in any way (except scatter from AD) deploy in the defenders half of the table. If a model have inferior infiltration it automatically deploys as if it had failed the infiltration roll. * Classified: Attacker has an ordinary Classified objective, roll as usual. If the classified is interacting with the HVT it may be done on his body while the cube still is intact. During the game * HVT: Ordinary civilian profile. This HVT doesn’t like the idea of being shot so it may dodge attacks and fail guts tests exactly as if one of the defenders models ordinary models. Including movement when dodging. The defender may also use doctor or paramedic to help the HVT, but with the usual risks involved... The defender may not target the HVT with any attacks or templates, as usual. The attacker may of course target the HVT freely! * That is not dead which might be revived: If the HVT is killed, do not remove the model. A model in BTB with the corpse may use a short action to remove the cube. Represent the cube with a marker. Any model may carry it. If the carrier becomes unconscious he drops the cube in BTB. Any model may pick up a dropped cube as a short action. * Eternally dead: To destroy the cube you must spend a short action in BTB either with the HVT’s corpse (if the cube hasn’t been removed) or the dropped cube. Game length 3 turns or one side is put in retreat (as most ITS) Objectives attacker * HVT is unconscious at the end of the game: 1 VP or * HVT is killed: 4 VP. * HVT’s cube is destroyed: 4 VP. * Classified objective: 2 VP. Objectives defender * HVT is unwounded at the end of the game: 8 VP. * HVT is unconscious at the end of the game: 6 VP. * HVT is dead but the HVT’s cube is retrieved and is in possession of one of the defender models at the end of the game: 4 VP. * Attacker suffered >75% casualties 2 VP ---------- You can find the scenario, a map and a place to leave structured feedback here: http://infinityoslo.weebly.com/scenario-assassination.html
  9. [Hey folks, I created a mission to use all those lovely TAGs, missile launchers, and D-charges in an interesting new way. Give it a try, and comments/suggestions appreciated! I'm especially interested in how many objective points result from most games and how many buildings actually get knocked down.] Infinity Mission: Level It! MISSION You are tasked with denying useful cover and destroying infrastructure for enemy forces in no-man's land in preparation for a major assault. Airborne anti-ballistic drones and missiles are intercepting artillery, so it's up to the infantry pioneer forces to prepare the ground for the big push. Your objective is simple: Destroy the most buildings in the opponent's territory, while preventing them doing the same to yours. MAIN OBJECTIVES -Destroy buildings on the enemy's half of the table. Receive 1 Objective Point for each building destroyed. Only buildings more than 50% in the enemy's half of the table count. -Destroy buildings in the enemy's Deployment Zone (at least half of the building). Receive 2 Objective Points for each building destroyed. -Major Buildings are worth +1 extra Objective Point. -You may score a maximum of 8 Objective Points by destroying buildings. CLASSIFIED OBJECTIVES Each player has 1 Classified Objective, worth 2 Objective Points. SCENARIO SPECIAL RULES: -Buildings: Discuss all buildings with opponent before rolling for initiative, agreeing on what type they are, and if they have more/less than 4 walls agree on how many separate wall sections there are. Use the following profiles for buildings (see p. 171 in the rulebook). As in the standard rules, only weapons with the Anit-Materiel trait can affect structures. K1 weapons do NOT count as anti-materiel for the purposes of this scenario. Buildings do not get cover modifiers against attacks. Use Wound markers next to building walls to display how much damage they have taken. You're going to need a lot of these... When a wall has taken or exceeded the full amount of damage listed on its profile, a breach is created at any point within the LoS of the unit that did the last STR point of damage (or in base contact with that unit, if a CC weapon was used). When setting up the table, try to have at least 7 and no more than 11 VPs-worth of buildings on each side. Outbuilding (shed/shack/small hut, under 5' x 5'). Anything bigger than an outhouse but smaller than a two-room apartment. Use the Colony Prefab profile (walls ARM6 STR3). House/shop (5'x5' to 10'x10') Most of the buildings should fall into this category. Use the Residence profile (walls ARM 8 STR 3) Major Building (over 10'x10') Large apartment towers, mosques, etc. There should be only a few of these on the table, at least one on each side. Use the Bunker profile (walls ARM 12 STR 4). -Collapse: To destroy a building, you must destroy half of its wall-sections, rounded up (2 for square buildings, 3 for 5-sided buildings, etc.). Mark damage to walls with wound tokens, and destroyed walls with Unconscious or Dead tokens. When you have destroyed half the building's wall sections, the building collapses. Troops on, under, or even partially inside the building take a strength 13 hit, plus falling damage if they are above the first story. No Guts check is required or allowed after taking this hit. If a trooper is in or touching a building when it collapses, they may change facing for free. -It Doesn't Matter Whose Fault it Was: Points are awarded for a building based on which side of the table it was located on, not who (or what) was responsible for its destruction. So no, you cannot blow up buildings on your side to deny points to the enemy. -Rubble: After a building is destroyed, remove the building/terrain piece. Replace it with a template at least roughly the same footprint as the building. The rubble replacing the building provides Cover to all models touching it and is Difficult terrain. You may want to keep some scissors and paper nearby to cut out templates of the building size to replace them after ruination. Extra points if the paper is printed to look like rubble. This is also a decent place to use those Games Workshop craters that are otherwise pretty useless in Infinity. -Shore It Up! Engineers may repair damaged but not destroyed structures (using swarms of tiny helperbots), repairing walls that are damaged or even destroyed as long as the building has not Collapsed. Rules are the same as repairing troops with STR. The Engineer (or their servant-bot) must touch the wall section under repair. [Not sure about this rule, comment welcome.]
  10. Smelter operator McCarty always found the late shift peaceful, the pings from the scanners as ore was fed into the furnace translated directly to cash in the bank as he got paid a percentage point on what he processed. A steady tone aroused him from his half doze to the possibility of real riches and he flicked the monitor over to a real-time view of the chunk of asteroid that was going to make a significant dent in his mortgagee due to its purity. McCarty stared open-mouthed for several seconds at the regular outlines of the object embedded in the rocky chunk, it was obviously manufactured and must have been in the asteroid field for centuries to have accumulated that much debris, but mankind had been here for little more than a generation. Then as realisation dawned he slammed his hand onto the emergency abort and vented the feed line into space before the potentially priceless alien artefact could be melted to slags in the plasma blast. Now if he could only raise his supervisor they might manage to get a recovery team outside before any of the other corporations that had mining interests on this station figured out what was going on. If everything worked out he just might be rich and famous very soon. Please find a scenario for a zero-G game attached, I haven't play-tested it yet but hope to find someone willing to give it a go soon. Robert
  11. [Hi everyone. I've written a "scrolling mode" motorcycle minigame up, and begun playtesting it recently. I'd love your input on rules, and if anyone wants to playtest it would be be really rad to have your thoughts especially. Corbeau and I got in a couple games the other day, and so far it's a blast. Testing with Kum/Aleph forces is needed, as is general playtest. For those in the Seattle area, Card Kingdom has gaming tables that are already set up to have the required cross-wise 2' sections that you remove each round as the tables "scrolls" behind the riders.] Hot Pursuit simulates a 1980s scrolling-screen motorcycle race videogame. It is a mission/mod for the Infinity miniatures game, taking the excellent rules of that system and adapting them for fun, fast races/battles between opposing motorcycle gangs. As the models zoom forwards, board sections will be removed behind them and placed at the head of the board: those who lag behind get left in the dust. May the fastest and baddest riders win! Gang Rumble: Forces For basic games of Hot Pursuit, forces consist of 75 points and 1.5 SWC of motorcycle-mounted units, max 3 models. This is the recommended point limit for beginning games and multiplayer games (up to four players may play on one board without too much crowding). For a full-on rumble between two players, forces may consist of 150 points and 3 SWC, max 8 models. Bounty Hunters mounted on motorcycles may be added to any force: They are 20 points with motorcycle automatically included, and can still roll on Booty L1 chart. They are Impetuous. Every model gets +2 Wounds to their profile (they've been using something). For most bikers this means 3 Wounds per model (with Dogged or NWI on top of that for some riders). All units have 360-degree LoF. Good riders keep one eye on the guy behind them at all times. [i'm still thinking about this rule: it looks cooler to have all bikes facing forwards, but might also make AROs way more powerful. Playtest appreciated.] Vrroooom: Orders No Lt. or Lt. order, no command tokens (which also means no coordinated orders). Each player receives one extra Regular order to their order pool (so 4 Regular orders for most Aragoto teams, 4 Irregular and one Regular for many Kum builds). For 150-point games, each player receives two extra orders to their order pool. Impetuous moves are made towards the top board-edge by the most direct route. You may not move through opposing models. Drive-By: Attack options No suppressive fire orders (you're moving too fast). To represent ride-by sword-swipes, models may engage in CC, but on subsequent turns they are not considered locked in CC and can automatically disengage in with a simple Move order (although they will probably also want to Dodge as well to avoid the enemy CCing them as they escape). Aiiiiirrrboooorrre!: Jumping Jumping your bike off ramps over buildings and other hazards is one of the ways you win the match, so the Jumping rules are slightly modified for this mission. You may Jump as a long skill as normal, which will go your entire first-move distance. You may also Jump as a short move skill, in addition to another short Move skill. The distance for a short-skill Jump is half your first move skill. In either case, you must make a PH check when you jump or fail the jump. Failed jumps don't do falling damage, but result in falling off your bike. The rider is automatically dismounted at the point where the jump ended and placed in contact with the bike. They may remount as a short move skill. The Raceway: Special board rules Scrolling Mode: This scenario simulates an 80s-style "scrolling mode" motorcycle-race videogame. The board "rolls" away behind the riders and new area appears in front of them, so they must keep going forwards at all costs (preferably in the lead as the fastest bike on the board). Those who fall behind are eliminated. This scenario is played on a 6x4 table, lengthwise (from one short edge towards the opposite short edge). You will need to be able to remove 2'x4' sections of the table, cross-wise. At the end of each Game Turn (when players have all had one round), the rear section will be removed and moved up to the head of the table. Terrain should be placed to not cross the breaks between sections, if at all possible: Then you can just move the section forwards and perhaps tweak terrain just a bit to keep the game rolling forwards. Models caught on the last 2' deep section before it is pulled up are removed from the game. Slowpokes have no place in the biker gangs of the future! [Eventually I'll add some pics to illustrate how the removable field works, but I forgot to take any during our first playtest games and I'm crap with Illustrator]. Terrain advice: Ramps/jumps should be plentiful, with at least one per 2' board section. It's also good if you place terrain to "channel" the riders a bit, allowing only a few ways forward off of each board section, but at least two. Deployment: Forces are deployed up to 12' in to the first board section. Equally divide the 4' wide section between the players, split lengthwise (so with 2 players they split the 4'wide and 1' deep starting section down the middle, 3 players into thirds and it sucks to be the middle guy, etc.). No models may be deployed within ZoC of the enemy (so placing first can have some advantages). Note that it's a very good idea to start your models as close to the 12"-forwards starting-line as possible. Losing 2' of board per turn catches up with you fast. [i've also considered variable speed for board removal, with a die roll to see if 1, 2, or 3 feet are removed. Will playtest that once the rest is solid.] Finish Line: Ending and winning the race Game length is 4 turns. [Also considering 3 turns, playtester feedback appreciated] Victory goes to the player with the highest number of Objective Points. Some are tallied at the end of each Game Turn, and some at the end of the game. Objective points awarded at the end of each Game Turn: Leader: Player with the model closest to the leading board edge (fastest bike), 1 Objective Point Daredevil: If you had at least one model Jump off of a ramp or other elevated object, 1 Objective Point (not cumulative so max one per turn) Brawler: If any of your models declared a Close Combat attack, 1 Objective Point (not cumulative so max one per turn) [Maybe points for other cool things? Suggestions appreciated.] At the end of the whole Game: Checkered flag: Per model that survives to the end: +2 points, max 6
  12. Due to (somewhat) popular demand, I present InfinityStrike: Advanced Edition! The same basis as my Counter Strike missions, only with more tactical depth. No restrictions on AD or Infiltration, Objective Points and more detailed use of Specialists. I hope you guys enjoy it. EDIT: Whoops, missed something crucial so I made a quick change and uploaded the 'real' final. Sorry to the one person who ended up downloading the flawed version. InfinityStrikeAdv1_0.pdf
  13. Hello! I do not spend a terribly large amount of my free time on game design, but I love publishing scenarios; I've written a number of RPG adventures and scattered them around the web. I whipped, tested, edited, and then posted a little scenario, "Rearguard," which is - you guessed it - another asymmetrical holdout-in-a-small-area scenario. UPDATE: revisions for N3. https://drive.google.com/file/d/0B01M1FuXqebWY0xPLVYxWUY0d1E/view?usp=sharing
  14. Writing a functional campaign gets exhausting sometimes. Coming up with missions that are equal parts unique, interesting and intuitive is hard. So I took a bit of a break and wrote this, inspired by the classic Counter Strike 1.6. I may or may not follow up with a hostage rescue version down the road, we'll see. Hope you enjoy! EDIT: Tweaked a few bits, thanks for the feedback everyone. csbombdefusal.pdf
  15. So with my new style Maghariba Guard ready to take the table I need a scenario to show it off. An experimental autonomous AI TAG (Aleph would like a few words with the design team) has escaped from its creators and must be recaptured before their opponents can get hold of it and learn its secrets. As usual I can't cut and paste into this forum so you'll have to open the attached doc for all the details. I'll be running a Maghariba guard but you could use any TAG you wanted. Robert Rouge TAG.docx
  16. The follow up to my Bomb Defusal mission, again inspired by Counter Strike 1.6. Both are meant to be rules lite with more casual objective play. Enjoy! Bomb Defusal thread: CSHostageRescue.pdf
  17. Aliens is one of my favorite science fiction movies of all time. I came up with this scenario out of the desire for a fun and engaging cooperative experience. Two teams of soldiers must hold off the alien hordes until their evac arrives...can they survive? Last Update: 10/21/14 Co-op_EscapefromLV-426.pdf
  18. I want to balance a 4-round ITS tournament to the best of my abilities, to provide the fairest chance for the most talented players to come out on top. Within the standard ITS2014 structure, there's really only one tool available to a TO to do this: scenario choice. I want to do two things in this thread: first, show that this is tool is not enough to balance a tournament, and second, that by changing the scoring of a few scenarios, overall balance can be improved. Already bored? Skip down to my proposal (look for the big text). Let me start at the beginning. There are currently 9 scenarios available for use in ITS2014. For each game, there is intra-scenario balance to consider. Does each player have a chance to win proportional to his skill in relation to his opponents skill? I believe that some of the ITS2014 scenarios have relatively good intra-scenario balance, and others are relatively poor in this respect. At a multi-round tournament, inter-scenario balance comes into play. Does each scenario give players similar scoring opportunities? Are the total possible scores coming out of each scenario similar? How easy is it in a scenario to come away with a high score? At a tournament, optimally players would have equal chances each round regardless of the scenario choice. I think inter-scenario balance is worse than intra-scenario balance in ITS2014, and I'm going to go through some numbers and analysis to try to show that. Each scenario allows a player to score a maximum of 10 points, with many of these points being mutually exclusive. The number of points that are not mutually exclusive, however, varies greatly from scenario to scenario. Some scenarios allow a player who gave up all ten points to his opponent to score 6 points, while others only allow 1 in the same situation. I'm going to go through each scenario and outline the pertinent numbers. Lifeblood: 2 completely unopposed points, potentially 9 almost-unopposed points. Max score when allowing 10 points is 6, although you could actually have a 9-9 score in this scenario, making the max number of combined points 18 (really high). Points are likely to be awarded, since you only technically need to check and destroy one box to get all those points. There is also a lack of granularity in the scoring, making the score more likely to be 9-1 or something like that. Some sectorials also struggle with options for destroying the boxes, and the potential for an extremely unbalanced layout of the boxes (after deployment!) is there. I don't like this scenario for tournaments. Quadrant Control: 1 completely unopposed point, opposed points lead to low-scoring games when someone doesn't control more quadrants each turn (from 3 to 2 total points awarded). Max score when allowing 10 points is 1, and the max number of combined points is only 11. Points are essentially guaranteed to be awarded, but often less than the max when a turn ends in a tie. I've found this mission to be relatively balanced intra-scenario, but as you can see by comparing the numbers to Lifeblood, it's not particularly inter-scenario balanced. I use this scenario for tournaments frequently. Beacon Race: 6 completely unopposed points. Max score when allowing 10 points is 6, making the max combined score 16 (either 10-6 or 8-8). Points are (in my experience) less likely to be awarded - getting 4 beacons out is quite tough unless the terrain is too tight or your opponent rolls over. The terrain requirement of the center room is a pain in the ass, IMO, especially for tournaments where you don't really want to reconfigure the terrain between rounds. I will never use this scenario for a tournament again. Antennae Field: 2 completely unopposed points, max score when allowing 10 points is 2. Opposed points don't lead to lost overall points like Quadrant Control, and the max combined score is 12. Some points are likely to be awarded (the round-end scoring, because of the non-requirement for making WIP rolls) while others are not (controlling the antennae in the opponents deployment zone). This is one of my favorite missions despite the frustrating exclusion zone. I use this scenario in most of the tournaments I run. Supplies: 2 completely unopposed points, 2 occasionally-unopposed points (if both players have zero boxes they each get 2 points), max score when allowing 10 points is 2. Max combined score is 12. I have not seen 10s scored many times in this mission, because controlling all 3 boxes is difficult. There are some particularly bad matchups in this mission (JSA with aragoto hackers vs infiltrator-less NeoTerra, for example) that have made me move away from it, but I've used in several times. The point balance is similar to Quadrant Control and Antennae Field. Frontline: 2 completely unopposed points, but the differing values of the areas for each player adds another 3 semi-unopposed points. Max score when allowing 10 points is 2, but often the score is something like 9-6, because neither player cares too much about the area just outside his deployment zone. The max combined score is 15. I like this mission, but I've not always used it because it it rarely (if ever) leads to low-scoring 4-3 type games and its max score is higher than the other missions I like to use. It's rare for the points to not be awarded because all you need is one guy in the zone when the game ends. Emergency Transmission: 2 completely unopposed points, max score when allowing 10 points is 2, and the max combined score is 12. The 2 points for controlling the antenna at the end are tough to get, but my biggest problem with this mission is that it requires making a boatload of WIP -3 rolls, which can easily swing the game when one player fails several in a row. I've used it, but I don't think I'll be using it again as is. Seize the Antennae: 1 completely unopposed point, max score when allowing 10 is 1, max combined score is 11. This mission is pretty simple, but the total score matches Quadrant Control for being the lowest. It can be tough to score. I like this mission overall. Annihilation: 4 completely unopposed points, potentially more if one player has baggage (and it counts - this is sadly unclear). Max combined score ignoring baggage is 14. This mission is about as simple as it gets, though it does place a heavy load on accomplishing the classified objectives, more than any other mission. I use this mission relatively often. Still reading? Thanks! To try to achieve better inter-scenario balance, the TO can choose a set of scenarios that have similar scoring spreads: Lifeblood, Beacon Race, Frontline, and Annihilation, or Quadrant Control, Seize the Antennae, Antennae Field, and Supplies, for example. I prefer the scoring spreads in the first group: losers have an opportunity to score enough points to keep them from being totally eliminated from the tournament. Unfortunately, I like the scenarios in the second group better - I think they are better intra-scenario balanced than some in the first group. I haven't talked about the general scoring in ITS yet. I personally like the OP-only scoring, ignoring wins/losses. I know several people with more experience running events or designing game and scoring systems have problems with this scoring system. I also had my first bad experience with it a few weeks ago: Tamrielo was 5 points ahead of me going into the final round (Annihilation), having beaten two inferior opponents into the ground (no offense, guys - Tam is really good). While I utterly wiped him out in the final game, he accomplished his classified objectives and (because I had done such a good job killing his guys) failed to doctor my only valid target for that. This gave him the tournament win despite a poor performance SoS-wise and a loss to the second-place player in the final round. I have not seen a replacement for this system that I like yet, so I would like to stick with it despite its flaws (which I think diminish the more rounds are played - the situation just described was only a 3 round tournament). HERE ARE MY IDEAS IF YOU DON'T WANT TO READ ALL THE BACKGROUND: So I want to adjust a couple of scenarios instead, by bringing up the max combined score to the 14-15 range that Frontline and Annihilation are in. Here's my proposal: Antennae Field: Add a third main objective - At the end of each Game Turn, Control less Transmission Antennae than the opponent, but Control at least one Transmission Antennae that is not in your Zone of Deployment. This adds 3 potential unopposed points, bringing the combined total to 15 as well as the max score when allowing ten points to 5. I think this extra point is somewhat challenging without being impossible. Seize the Antennae: In order to add unopposed points, I want to add some scoring during the game for activating Antennae. The Main Objectives change to the following: For each Siezed Antenna at the end of the scenario (2 Objective Points). The first time the central Antenna is Seized by each player (1 Objective Point). The first time the Antenna in the opponent's Zone of Deployment is Seized by each player (2 Objective Point). This adds 3 potential unopposed points, bringing the combined max score to 14 as well as the max score when allowing 10 points to 4. Frontline and Annihilation would be played as written. This gives a good variety of scenario as well as a good points balance among scenarios. I'm not sure of the best order to play them in to allow people the most chance to move up the standings, but I'm sure others will have suggestions. If you've read this whole thing, thanks. I am interesting particularly in feedback to my changes to the two scenarios as well as my choice of scenarios. I would also like to hear what people think about where the total combined score should be set (11-12 like many current scenarios, 14-15 as I've suggested, or higher - all assuming 10 is the maximum number of points one player can score).
  19. Scenario: Iron Fists! This scenario simulates an armored clash between forces mostly composed of TAG armor: whole squadrons of battlesuits duking it out on the battlefield. It was inspired by the account in the rulebook of Acontecimento TAGs ambushing a whole column of Yu Jing O-Yoroi. Normal games of Infinity mostly represent one level of tactical engagement- smaller skirmishes between combined-arms squads in which TAGs are support elements, but the focus is human (or alien) boots on the ground. Other sectors of a conflict may feature more strident and fast-moving conflict, with concentrations of fighting machines to match the tank skirmishes on Old Earth- but on legs of steel and teseum, not treads. These are the clashes we simulate here- TAG versus TAG, armored behemoths fighting to the death! An armor-heavy encounter should take into account that mechanized combat will move much, much faster than infantry battles. Normal Infinity rules can make all-TAG forces rather order-starved if fielded in numbers, and clouds of infantry with cheap anti-tank weapons very effective at dealing with large groups of armor. This can be changed with a few small rules tweaks to reflect the great effect that concentrations of armor can have in dominating the battlefield, keeping the pace of movement up and the ground troops at bay. To this end, the special rules for this scenario alter force composition and order generation to favor armor, and to allow each armored unit to operate with a high degree of independence and mobility. The rules also keep the number of models in the game down, despite the high points limit. They alter the game's balance in the favor of armor, although infantry are still a force to be reckoned with. The TAG-heavy-scenario idea was originally floated in this thread. This is the second revision of this scenario, so I've created a new topic for it on the forum. Version One of Iron Fists was here. I would be honored if other Infinity fans would try this out and report your thoughts. Notes on things that could use attention in playtesting are [in brackets]. Any rules not noted as being altered are played as in a normal game of Infinity. Contents: Force selection Core rule changes Faction-specific force changes Missions and victory conditions Force selection Full-Scale Engagement- Points Iron Fists is played with a minimum of 400 points. There is no maximum size, but over 1000 points could become unwieldy. [Playtest: For playtesting purposes, 450 points seems like a good level to all try this out at.] Suit Combat- TAG requirement 60% of points must be spent on TAG units. So in 500-point scenario, only 175 points could be spent on infantry, remotes, etc. with the remaining 325 going to awesome battlebots! You must field a minimum of 3 units classified as TAGs in a game of Iron Fists. [Playtest: This number may need to be altered: others' opinions on the optimum level much appreciated! If the number of support troops/infantry or the order pool seems too small after a bit of playtesting, you can try adjusting the percentage of list value required to go towards TAGs. 50% seems too low but could use a test; 70% is definitely too high. I edited this section down from 65% to 60% after posting, and that seems a lot more doable; 3 90-point TAGs or so at 450.] Big Guns- SWC SWC are slightly higher for this scenario. Forces may take an additional +1 SWC per 50 points above 300 (so 10 at 400, 11 at 450, 12 at 500, etc.). [Playtesters, I'm not sure if this is the right balance Try it out and see if there's enough (or too much) SWC left for infantry after you fill up your TAG allowance. If the percentage of list points required for TAGs goes down though, note that SWC may need to be lowered closer to normal as well. EDIT: Raised SWC slightly so that light-TAG forces could be fielded at lower points-levels.] Mechanized Column- AVA The AVA of all TAGs is Total for this scenario, with the exception of unique "personality" units (like Toni Macayana) which are still AVA 1. There are three exceptions to this: TAGs with the TO:Camo or CH:Camo skills are only +1 AVA. TAGs with the Airborne Deployment skill are +1 AVA. The AVA of all non-TAG units with the Engineer skill (again with the exception of personalities like Zoe and Pi-Well) is +2. Remotes with the G:Servant skill are also +2 AVA. Keep the Column Tight- Order groups In games of 600 points and below, you may field only one order group. Above 600 points you may field 2 order groups. This is intended to keep games faster and lighter, and to prevent horde forces with minimal TAG participation and tons of orders and infantry figures to hassle with. Keep the spotlight on the iron giants! [Playtesters please consider whether this works or is too restrictive, or if you feel the cap for one group should be moved. I settled on 600 because TAG requirement is 390 at 600, or a minimum of 4-5 average TAGs; filling up 210 remaining points with infantry within a single group might be difficult, even with HI. If 600 is too high, I might set the bar at 550 or 500.] Core rule changes Mobile Warfare- Orders Accelerated by myofibers and pilot-predictive neural-net enhancements, suit combat moves at a pace and speed that mere infantry can barely keep up with. Furthermore, armored warfare requires a high degree of autonomy. Each TAG unit generates 3 orders per turn instead of the usual 1. One of these orders is Regular (so goes into the order pool for their order group as usual) while the other two are Irregular (so can only be used by that TAG). It will help to keep track of these irregular orders via tokens. Keep each TAG's two irregular order tokens with their TAG (on the base preferably) and remove them as they are used. This will prevent confusion about which orders belong to which TAG, or whether they have been used yet. These extra Irregular orders are lost if a force begins their turn in Retreat! or Loss of Lieutenant. [Playtesters, if 2 irregular orders per TAG feels like too much you might try just 1 extra order per TAG. The idea is to advantage the TAGs over the infantry, and to put focus on the TAGs. YMMV, and I'd really like to hear what people think about this mechanic. Also I just added the bit about Retreat and LoL getting rid of special orders to simplify the end-game. If that feels too uneven to you when one side still has extra orders but the other is not, we can try either keeping the Irregulars in Retreat, or lowering the normal Irregular orders to one extra]. Faction-specific force changes O-12 Strike- Aleph forces Aleph deploys its advanced Marut TAGs into pivotal smaller-scale combats, but there are rarely enough of these technological works of art in one theater to field a full column. When the Sphere's AI plays a role in larger clashes it is one of coordinating the forces of the great nations, bringing bitter enemies together into a carefully conducted symphony of destruction that only Aleph could ever control. Aleph may field any TAG units from the Pan-O or Yu-Jing lists alongside their own troops, as long as at least one Marut is present. The AVA for these borrowed units is the same as it would be for Pan O or Yu Jing forces. There are two exceptions: -To keep the political influence balanced, if you include a Pan O TAG, you must add a Yu Jing TAG before you can add another Pan O unit. This keeps the combined-arms forces from favoring one of the two major powers: Aleph is a genius at balancing their squabbles. -Pan O's Varuna Naval Sector forces are very, very protective with their rare and expensive Cutter TAGs, so these may not be included in an Aleph force. [Playtest: Edited in some restrictions to keep Cutters and Maruts from showing up in the same list, and to prevent Aleph lists being one Marut plus a bunch of PanO TAGs ] These rules include the Assault Subsection, which may include Maruts (AVA Total) as well as borrowed Pan O/Yu Jing TAGs as noted above. Dread Judges- ISS forces Imperial Secret Service armies may fulfill their TAG requirement using Su-Jians, whose AV is Total in Armored Fists. Truly dangerous fugitives from Imperial justice merit deployment of these swift enforcers en masse. Su-Jians count as TAGs for all victory conditions, Classified Objectives, etc. However the tactical net software installed on the Su Jian is not optimized for coordinated large-scale operations. They receive only 1 additional Irregular order each. [Playtest: Since ISS can field lots of Su-Jians this should prevent their order pool getting out of hand. I thought about something similar for Geckos, but their slow speed might even things out better.] ISS may borrow Guijia TAGs from the regular Yu Jing army to field in this scenario as well. Their AVA is Total, although they may not be the Lieutenant. The Agents of the Dragon are always in charge, whatever the regular army may think. ISS may include one Aleph Marut, regardless of points level. [Playtest: Included to get points up despite having to field Su-Jians to make their TAG allowance.] Second-hand Neural Nets- Nomad forces The Nomad Nation are known for turning cast-off, last-generation military hardware into valid threats in their salvage and refit labs. The Gecko light TAGs are one of their best refit successes. However even with the best rebel techs in the Sphere, the Nomads' after-market tac net software and command-assistance AIs are less efficient than those in other factions' top-of-the-line-TAGs. Suit AIs created by the Black Labs of Praxis have more sense of personal identity than the AI fragments that Aleph allows in Pano or Yu Jing suits, but they are also more eccentric and distractible. Quoting song lyrics to their pilots during battle is simply not a tactical advantage, no matter how much the pilots like it. Gecko light TAGs get only one extra Irregular order each. [Playtest: This was added for the same reason I did it for ISS's Su-Jians: to keep the extra-orders-to-points-expenditure even. It prevents swarms of light TAGs reaping insane numbers of actions. I also considered, instead of making rules for specific units, adding a general rule for TAGs 75 points and under to only have one Irregular order each. If more light-TAG units need this treatment I might consider that.] The Serpent's Claws- Shavastii TAG forces The Shavastii value stealth and misdirection above all other tactical doctrines, including in armored combat. They can only field 2 Sphinxes as noted above (since TO:Camo TAGs are only +1 AVA). However they have learned to use their alliance with the ferocious but unsubtle Morat to their advantage: When collaborating in armored warfare they use the Morat Raicho TAGs as bait. Shavastii forces may also field Morat Raicho TAGs in battle, as long as they have already taken 2 Sphinxes. The AVA of Raichos is Total, as long as the basic requirement of 2 Sphinxes has been met. Whores of War- Mercs in other forces Any force may include up to 1 Anaconda. Anacondas are AVA Total for Merovingians. Scarface and Cordelia may be included in any army except Cameronians. Savage Ambush- Ariadnan forces Ariadnan forces respond to TAG incursions with their own hulking brutes: Antipodes, Dog-Warriors, and Wulvers. These are the only troops fast and brutal enough to keep up with a battlesuit combat. The rest of their forces are typically made up of their extraordinarily effective anti-armor infantry. There's a reason battlesuit columns are rarely deployed to Dawn- and when they are they often don't come back. Ariadnan forces modify the AVA of their units as follows. 9th Wulvers +3 2nd Irregular Cameronians +4 Assault Packs +3 Dog-Warriors +4 Tank-Hunters +2 McMurrough (no additional AVA but may be counted towards TAG requirement for "Suit Combat" as noted below) [For every 100 points above 500, they may add +1 to the AVA of each unit above.] Mercs on Dawn Ariadnans may also hire mercenary Nomad TAG units to join their forces, bartering Teseum for boots on the ground (big, ceramic boots). They may take up to 2 of the following units: Iguana, Salamander, Lizard, Anaconda, Geckos. They may also take Scarface and Cordelia. [For every 100 points above 500, they may take an additional Nomad or Mercenary TAG]. Suits vs. Skins Ariadnan forces are only required to invest 55% of their list points in the units noted above (both dogwarriors etc. and mercenary TAGs). These units count towards their "Suit Combat" requirement of at least three units (wolf-man halfbreeds are just about as good as tin suits, they figure). They also count as TAGs for all victory conditions, Classified Objectives, etc. Tons of the Bastards Ariandan non-sectorial forces and Cameronians may field one more order group that the Keep the Column Tight rule normally allows (so two groups below 600, three groups at 600 and above). The downside to the Ariadnan half-human hordes is that their biological killing machines do not get extra orders like TAGs. Mission and victory conditions TAG vs. TAG combat is mostly about sheer destruction. While you may have tactical directives from the brass as well, all the TAG jocks know that mauling enemy armor is at least equally important. The basic mission of the Iron Fists ruleset reflects this. Destruction of enemy forces will be your primary objective. Two tactical/classified objectives per side will also be rolled for secretly before each game... but these considerations are secondary to crushing enemy suits! Victory points Destroy more points worth of TAGs: 3 victory points Destroy more of points of non-TAG enemy forces: 1 victory point Opponent is in Retreat! at game end: 1 victory point Achieve classified objective: 2 victory points each (each player has 2 objectives) [Playtest: Changes to point balance or different victory conditions appreciated. This seems a bit sparse. I tired to make Classifed objectives relatively important to prevent static shoot-outs.] Classified objectives Each player rolls two classified objectives on the following table. Roll two dice and pick a first objective. Then do that again for your second objective. When an objective is achieved during gameplay you must announce it to your opponent. Secure the Site (roll of 1-2) Requirements: - Objective: Hold a piece of terrain at the end of the game. Pick a piece of terrain on the centerline of the board. To hold the terrain, you must have a conscious TAG model in or on the terrain piece at game's end. There must be no conscious enemy models in or on it. Markers do not count either to hold the terrain or to contest it. Patch Her Up (3-4) Requirements: Engineer Objective: Succeed at an Engineer roll on one of your TAGs. Loot the Wreckage (5-6) Requirements: - objective: Loot a destroyed or unconscious enemy TAG's data. Secure the data by moving into base contact with a downed TAG (including one from which a pilot has ejected) and succeeding at a WIP -3 check. Any model may do this, except Remotes with G:Synch or G:Servant. Suitjacker (7-8) Requirements: Hacker Objective: Successfully hack an opposing TAG, either to Immobilize or Possess. Smash-Up (9-10) Requirements: - Objective: Destroy an enemy TAG in close combat. Put it into the Unconscious state using one of your own TAGs in close combat. The Bigger They Are... (11-12) Requirements: - Objective: Destroy an enemy TAG with one of your non-TAG units. Put it into the Unconscious state, the final wound coming from a non-TAG model. [Playtest: This objective might be too close to normal Infinity, and might not encourage movement enough (Classifieds are there to discourage static games). If this objective feels too easy, please give feedback on it.] Overrun (13-14) Requirements: TAG Objective: Successfully perform an Overrun action against an enemy unit and wound them at least once. Breakthrough (15-16) Requirements: - Objective: End the game with one of your TAGs in the enemy deployment zone Priority Target (17-18) Requirements: - Objective: Pick one enemy TAG after deployment is finished. Declare to the opponent that your objective is to destroy that TAG. The TAG must be Unconscious, Immobilized, or Destroyed by the end of the game. Level It (19-20) Requirements: DA, EXP, or Mono weaponry Special: The player must choose a building or structure placed entirely inside the enemy’s half of the table. This scenery item will be considered the target of the Classified Objective. Objective: To destroy the structure. You may use anything, from missile launchers to close combat, to do so. Buildings are STR5 ARM3 BTS-3. Only by DA, EXP, or Mono weapons can cause damage to a building, rolled as normal (mono weapons do just 1 STR on a failed armor save). Units inside the building at the time of its destruction take a Strength 15 hit. Once the building has been destroyed, remove it and replace it with an area of rubble (which counts as Difficult, Urban terrain). Table size and orientation Because most TAGs move fast and long-ranged heavy weapons are common in armored combat, Iron Fists is played on a 6x4 table. Deployment zones are 12" deep and 6' across. If you only have a 4x4 table, restrict deployment zones to 6" on each side. [Playtest: Longer table seems like a good way to actually use TAG weapon ranges and emphasize TAGs superior movement over infantry. Input appreciated.] Game length A game of Iron Fists is 3 turns long. [Playtest: I picked 3 to stay close to what most ITS games are like, but wonder if 4 might be needed to allow infantry to cross the table. Maybe see where your games are at in three turns, and whether objectives and carnage could be achieved in that time. Then go for a fourth and see how you feel about that.] Combined Forces- multiplayer option [Playtest notes: Multiplayer still under development.] Okay, that's it for now. Please feel free to mess around with this concept, and please let know what you think. And if anyone could take a picture of their armored clash, that would pretty much make my day, thanks!
  20. The Steel Circus "Greetings Starfighter. You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan armada." -The Last Starfighter "Games? You want Games? I'll give you Games..." -Tron The Steel Circus is an underground online gaming circuit. Easily accessible, officially illegal, and constantly evolving, the Circus provides a place for the young to be heroes. The Circus makes use of leaked ultra-classified Gear schematics to simulate combat. These combats are carried out online between teams of young hackers and robot jockeys. The best Circus jockeys can make their fortunes from the exploits of their avatars. Rumor insists that some pilots, who vanished from the circuit, were selected by the Hexaedron for elite military training. Each team has a Senior Pilot, 2 Junior Pilots, and 5 Jesters. The Pilots each receive a TAG code, and the Jesters a simple infantry code. Combat is highly ritualistic: points are scored when the Jesters 'count coup' on an enemy TAG, and the game ends when one side's Pilots have all been eliminated. Mayanet can't broadcast the Circus, but that stops no one from watching. Millions tune in every weekend to see who will win the latest round of fights. Will The Black Senpai finally defeat The Golden Boys? Will Perfect Slash continue her meteoric rise from 5th ring Junior Pilot to 1st ring contender in less than a year? Will Metalmonk ever win a match? The Rules Rules are as Infinity except where specified below. Retreat! rules are not used in the Steel Circus. The Enemy LT is always the Senior Pilot. Army Selection: point costs are not used. Each force must contain 3 TAGs. Tags in the Circus are called 'Chariots'. Chariots use a standardized stat line that can be 'leveled up' over time by scoring in the rings. Terrain: It is encouraged that a Steel Circus battlefied be more or less evenly laid, as the Circus itself hinders the player who takes first turn. Initiative: Each Steel Circus battle begins with a moment of silence called the Long Breath. During the Long Breath, each player bids a number of orders. The minimum bid is 2, there is no maximum. Each player separately and secretly chooses his bid. The bids are revealed simultaneously. The player with the low bid takes second turn and second deployment. The player with the high bid takes first turn and first deployment. Only the player who takes first turn loses his bid in regular orders. Victory: When the last TAG of either side is eliminated, the player whose team scored the most Vexes wins. Teams win 1 Endorsement for each TAG kill, and a number of XP equal to the number of Vexes scored. Army Building: Jesters: MOV: 4-4 CC: 13 BS: 10 PH: 10 WIP: 13 ARM: 1 BTS:-3 W: 1 Skills: Regular, Impetuous, Deresolution, Respawn. Weapons: None Equipment: Vex (1 per spawn) Chariots & Pilots: M: 6-4/4-4 CC: 13 BS: 10 PH: 14/10 WIP: 13 ARM: 6/1 BTS: -6/-3 W: 3 Pilot Skills: Regular, V: Courage (Senior Pilot: Lieutenant, Both Junior Pilots: Chain of Command) Chariot Skills: -- Pilot Weapons: Pistol, Knife Weapons: Chain Colt, Mk12 (note: The CC, BS, and WIP actually belong to the Pilot and can increase as he earns XP. The MOV, PH, ARM, BTS, W and Weapons belong the the Chariot and can be improved through endorsements. Skills are divided for tracking purposes. Attributes after the slashes above belong to the Pilots if they dismount) New Equipment: Vex A Vex is an entirely virtual object that has no real world counterpart. It has several deployment modes and is used for exactly one purpose: to score points in the Steel Circus. Vexes are the sole province of the Jesters. A Chariot or Pilot can never carry, deploy, or use a Vex. It does not cost any kind of order to 'change' the mode of a Vex. A Vex is assumed to instantaneously configure itself to whatever mode the Jester requires. Mode 1: Latent In Latent mode a Vex is deployed like a mine. It will then automatically activate if any enemy Chariot enters its 8"ZoC, always ignoring Jesters and potentially scoring a point. Unlike a mine, the controlling player may not choose not to detonate the Latent Vex. A Latent that is triggered during an Enemy Chariot's Overrun action will not score, as the enemy Chariot has crushed the device under its merciless metal boot. Latent Vexes can removed or stolen in all ways as a mine, and a Latent Vex has no defense against a CC attack by an enemy Jester. A failed ARM roll with ARM 0 destroys the Vex. Mode 2: Limpet In Limpet mode the Vex can be thrown like a grenade. A Limpet has a strong magnetic pull towards enemy Chariots. If the Vex hits, it will score. Limpets can be thrown speculatively, but there is no template. Mode 3: Lance In Lance mode, a Vex will score in place of an ARM roll after winning a CC against an Enemy Chariot. New Skills: Deresolution: A Jester who no longer has a Vex may voluntarily Deresolve at the end of his controlling player's turn. Deresolution does not provoke AROs. Unconscious Jesters may Deresolve at the end of any player turn, even if they still possess a Vex. Respawn: In the Impetuous phase all Killed or Deresolved Jesters must return to the arena. This return is resolved using the Inferior Infiltration deployment rule. Respawning Jesters may not appear in base contact with an enemy Chariot. Respawning costs 1 order. Jesters must use their impetuous order to return to the arena, this order cannot be canceled in any way. A respawned Jester regains any expended ammunition that he used, including his Vex. Endorsements Used to upgrade a Chariot. The Senior Pilot must always have at least 50% of the team's Endorsement points. (Use the Pano/Nomads/Yujing Spec op Table for weapons & attributes. 1 Endorsement = 1 XP) Other purchases: 3rd Weapon: (without purchasing this upgrade, either the Mk12 or the Chain colt must be removed to allow a new weapon) 1E Dual Weapon: 1E (allows purchase of a second weapon of the same type as one already possessed, does not supercede Third Weapon, ie, if a second Chain Colt is purchased without also purchasing 3rd Weapon, then the Mk12 is lost) Refit Mk12: Purchase any other weapon at -3E cost Refit Chain Colt: Purchase any other weapon at -2E cost Light Flamethrower: 6E Chain Colt: 2E Heavy Flamethrower: 4E Heavy Shotgun: 3E Chain Rifle: 3E Panzerfaust: 4E XP: Experience can be used by Pilots and Jesters to gain skills and equipment. The Senior Pilot must have at least 33% of the Team's XP, and all the Jesters total XP cannot be more than 33%. Attributes and Skills per the Pano/Nomad/Yujing Spec op tables. Jesters may not carry any weapons, but may have equipment and skills from the P/N/Y spec op tables. Notes: Have only playtested once. It worked ... sort of? Really hope someone tries it out and helps to refine it. It's nutty. Just wanted a new way to play deathmatch Infinity, and use all those TAG models that sit at the bottom of my bag and almost never see the table. Then the TRON element, because the goofy game I came up with just didn't make sense with the gritty black ops theme of Infinity. But hey, the Human Sphere has teenagers and there's no reason to think that they're not playing video games 175 years from now I LOVE the Last Starfighter and Ender's Game. The idea of a Hexaedron representative in a black uniform showing up like Major Anderson to tell some smartass kid that he's going to be a Squalo driver just makes me all geek-happy...
  21. "I got her good this time," Roul almost purred. The Interventor was sweating from the exertion even in the relatively cool morning, his work had been worth it, the small group could see the engines both cut out and the plane was coming in for a crash landing. As it came towards the village, falling in a predictable arc, the Nomad soldiers could see the movement of flaps as the pilot struggled to regain control of the now brick-like aircraft. It just wasn't going to happen. It was close enough now that they could make out the armament on the three figures that came out of the side of the vehicle, the moment of their fall almost totally overpowering their propulsion packs. The craft crashes and bounces leaving chunks behind, the few people in the village that had ventured out this early in the morning now ran for cover. The Tiger soldiers landed roughly, they had had worse though. They quickly regained their feet and made for cover. If someone had brought their plane down, it was a sure bet they would be coming for them next. http://i.imgur.com/0P3P3se.jpg The Nomads advanced as a group, they saw their own plane over head. http://i.imgur.com/Iqm1Khl.jpg The crash had happened almost precisely where they had wanted it to happen. Roul looked over at Cher and grinned. She tried her best to grimace but the hint of a smile was there. They were already receiving reports that two aircars were heading towards their location. The plan was working to perfection. http://i.imgur.com/86sNPtC.jpg The Tiger soldiers sheltered behind a wall as they saw the Nomad craft circling overhead. Certainly this was an ambush, but it was difficult for them to understand what it was the Nomads might want. http://i.imgur.com/sruipng.jpg Voices crackled over their intercoms telling them that a force was being sent to pull them out. They hunkered down covering different fields of fire when they caught the first glimpse of an aircar, then another came into view. The second one dropped suddenly, then sprang up again, then accelerated overhead while the first dropped down behind the buildling they were in. A voice came over their coms, Bai Liu's raspy voice was a welcome noise, the Guija pilot would certainly have their backs. They started to withdraw from the building towards the waiting aircar and the cover the TAG would provide. http://i.imgur.com/jDLkqk3.jpg Then that Nomad plane came screaming overhead and two forms fell from it dropping behind the buildings across the street. Suddenly firing burst from that direction and KIang Lee went down, the other Tiger soldiers moved to cover the direction the fire came from but there was no one there now. http://i.imgur.com/YCyZcT3.jpg The second aircar came back overhead and landed one street back from the first. http://i.imgur.com/47PpYiD.jpg The Guija moved up to cover the continued retreat of the Tiger soldiers, who now ducked behind the building. The Guija had cover from the aircar towards any advancing Nomads from the main group. The pilot had sent word to the second craft that there was some thing to his flank and requested the Hac Tao move up to flank the flankers. A shimmer caught his sensors and focusing on it he made out a shimmering body move between the two bulidings, and then everything went dark, sensors went out, proprioceptors went off and even the little lighting inside the TAG went black, it certainly wouldn't respond to the pilots commands. http://i.imgur.com/u8UREaQ.jpg If he could have seen what was in front of him Bai Liu would not have liked it. The Salamander moved up to behind the crashed Yu Jing Pheasant Hawk and the spinning of the barrel heralded a tornado of destruction from the Hyper-rapid Magnetic cannon. The shots ripped through the armor of the immobilized Yu Jing TAG, its now flacid limbs jerked this way and that under the impacts. The Spektr glanced around the corner to see what effect his hacking was having on the enemy when the slight smile that crept across his lips under his mask was wiped away by firing coming from behind him. His heads up display let him know that the Hellcat that was covering his rear was now dead. He flattened against the wall when the blip indicating the one covering his left went out. She was now dead too. He thought briefly that this was a shame, he had glanced her way as he ran past, she had a great body. That was his last thought as .50 calibre rounds ripped through his suit and his, now visible, body smashed against the corner of the wall before sliding down it leaving a streak of blood for the owner to paint over when the shooting stopped. There would be some repairs to be made to it first though. The Salamander's fire had not slackened in the mean time and shots ripped the Guija apart, one round smashing through the armour and tearing through the Bai Liu's knee, his mind barely registering the pain from that before another one tore the back of his head off, his blood and brains shooting out the back of the TAG like a small, red volcanic eruption. The Hac Tao watched grimly as the TAG went down. His mind worked mechanically, he noted that they were now even. The pilot of the plane was dead, so were a TAG pilot and a Tiger soldier, but he had killed the hacker and two drop troopers. He recamouflaged himself and sought out a target with his HMG. The TAG that had blasted the Guija apart could either come across the courtyard or go around the building. It went around and the Hac Tao heard the deadly whine of that cannon. The mission was over, there were now no Tiger soldiers left to rescue. He retreated around the wall to make it back to his aircar before even retreat was denied to their forces. http://i.imgur.com/hOcI8H4.jpg He ran now. The TAG would be faster and after wasting a shot at the other aircar that was now departing he knew it would be trying to get to the group of soldiers he had left covering the LZ. It did beat him there, he had advised that they reboard as the Tiger soldiers were dead and the Zhanshi and Kempetai were moving back aboard the vehicle as he came level with it. Then the whine started up again and the hail of fire shredded one of the Zhanshi as she was working her hacking device to try to stop the TAG in its tracks. Her body was thrown about five feet from the force of the bullet storm. http://i.imgur.com/0vGfDOw.jpg The Kempetai attempted a similar moved as the Hac Tao moved around the air car to get in the access hatch, she was moving up the ramp looking at where was sh was going interspersed with trying to access the TAG, the burst of fire moved up towards her now and a shot smashed through her hand removing three fingers before slamming into, and through, her shoulder. She collapsed and the Hac Tao grabbed her by the belt as he moved up the ramp and into the aircar, it had started moving skyward before the hatch was shut.
  22. [Edited 6/6/13-tweaked deployment with Data Spikes] The Mission... As the advance units for their armies, both players have set up Command Posts on the battlefield. The close proximity of the enemy camp provides a fantastic opportunity for an info raid! Ground troops have been outfitted with proximity Data Spikes and sent out on recon... The troops must get close to the enemy's Command Post and use their Data Spikes to extract critical tactical data from the enemy's computer systems. HQ is counting on that data to launch a successful main attack! Turn Limit... 4 turns (or as mutually agreed). Lists... 200 points (or as mutually agreed). Table Setup/Command Posts... Players roll initiative as usual. Before deploying troops, each player places an objective token on their half of the table to represent their Command Post. The Command Post must be at least 8" away from any table edge. Deployment/Data Spikes... All specialist troops begin the game with one Data Spike (ie, hackers, doctors, forward observers, engineers, LTs). Any miniature (including non-specialists) can pick up a data spike at their Command Post as a short action. Miniatures may only carry one Data Spike at a time and cannot be passed to other troops. Data Spikes are deployed as tokens similar to mines/repeaters, and may be shot and destroyed by the enemy. Any camouflaged or impersonator token is revealed when it deploys a Data Spike. [Alternative deployment rule under consideration--only models starting the game in your own deployment zone have a data spike. All other models can pick up a Data Spike at their Command Post as a short action.] Data Extraction/Victory Points... Deployed Data Spikes attempt to infiltrate the enemy's computer systems at the beginning of the player's next turn (if they aren't destroyed by the enemy first). At the beginning of each players' turn (before any orders are spent), the active player makes a check for each of their Data Spikes currently deployed on the table. The player measures the distance from the Data Spike to the enemy Command Post (in inches), and must roll higher than that number. The Data Spike check does not generate AROs. Each successful data infiltration is worth 1 VP, and that Data Spike is now Uplinked. An Uplinked Data Spike will automatically pass the infiltration check (and earn another VP) if it remains on the table at the start of the player's next turn. To prevent this, the opposing player would have to destroy the Uplinked Data Spike. Alternatively, the opposing player may spend a full order to cancel an opponent's Uplinked Data Spike--establishing a new firewall around the data breach. The delinked Data Spike remains on the table and will make a new infiltration check at the beginning of the next round... Total number of VP wins. In case of a tie, use the total number of Data Spike activations/check attempts. Campaigns/Follow-up Scenarios... Since this is a balanced/symmetrical scenario, you can use the results to establish player roles for subsequent asymmetrical scenarios (eg, winner takes the attacking role in the next mission).
  23. Hey my first scenario post! I've had this scenario on file for awhile and only just tested it last week, but I figure it could use some peer review. I also have possible stats for the criminals and their gear but this post is already full, I'll put it up after some people have had a look. Have at it folks! Edit 11/28/13: I have updated the doc, it now contains statlines for the criminals and some other things. Edit 12/9/13: As per request, I have converted the file to PDF. I have also pasted the text below. House Cleaning "Room clea-oof!" An unfortunate Djanbizan during a raid on a illegal Silk smuggling ring. Setup and Deployment This is a scenario intended for one or more players in which you control a small team or teams to clear a building or compound. The objective of this scenario is to completely clear the area of all hostiles, you win when all rooms are clear. Set up a terrain board with as much indoor space as possible. This means lots of rooms. Make sure there is also lots of cover in the rooms! Some large areas or outdoor space is allowed and maybe interesting game play wise. Allow for at least two inches of space around the perimeter of the map. The players have control of a crack squad of breaches (your choice army wise and troop wise) where as you opponent (controlled by a set of AI rules explained later) controls criminally inclined troops (listed later). The player/s can deploy anywhere on the perimeter of the map. Infiltrators, TO troops, and impersonators can deploy as they would normally. Mechanized and aerial Deployment/AD Combat Jump troops can only deploy in outdoor areas and roofs. Once you have deployed the game begins, start breaching! Begin the game as normal with you or a teammate taking first turn (the other player takes second and the AI enemy third, etc.). Spawns Once one of your models enter a new room or other enclosed space roll die depending on the room size to see how many enemies are in it (see table below). You always subtract the second die roll from the first. Room Size (measure the short side): Dice Rolled / Example Tiny (up to 5"): d3-d2 / You rolled a 3 on the d3 but a 2 on the d2. 1 enemy appears in the room! Small (5" to 10"): d6-d3 / A 4 was rolled on a d6 but a 1 on the d3. 3 enemies appear! Medium (10" to 15"): d8-d4 / A 3 was rolled on the d8 but a 4 on the d4. No enemies appear! Big (15" to 20") (not recommended): d10-d6 / You rolled an 8 on the d10 but a 5 on the d6. Again 3 enemies appear! Huge (20" or more) (not recommended): d10-d4 / You rolled a 10 on the d10 but a 1 on the d4. Nine enemies appear! You are screwed sir! (Note: It is possible for no enemies to appear in a room!) Once the number of enemies is known put a template in the center of the room (pointing toward the entrance you just went through) and roll a normal scatter roll and a second d20. In the direction the first die tells you, place the enemy miniature the distance noted by the second die (if it is a huge room roll a third die and add the second and third to get the distance value). If an object is in the way place it as close to the proper point as you can. If it touches a wall it goes no further. Repeat this for all enemies. After those models are placed roll to see what type of troop they are and what equipment they have. There are two ways of doing this. The first is to have a themed scenario. Say you are assaulting a known silk smuggling ring for example. You may decide the enemies are primarily Kums and Yuan Yuans. Assign each type of troop (including its equipment options) a number and roll to see which troop it is as you wish. The second method is to roll a d20 on the table below: Dice Value / Criminal Type 1-5 / Thug 6-10 / Gunman 11-14 / Runner 15-17 / Enforcer 18-19 / Mastermind 20 / Assassin (See Generic Criminal Stat Lines and Equipment for more info). Upon entering a room normally all enemy models in the room ARO alert no matter the distance as if the door just slammed open and are reacting normally to the noise. Initially the surprise of a breach is enough to cause some criminals to be shocked, each enemy in the room has to make a wip roll. If the roll succeeds, it acts as normal. If it fails it will not be able to do any AROs for that turn. This only happens on the first turn of combat! Every one in the rest of the map has probably heard the shots so assume all enemies alerted on the second turn (aka are facing the direction you enter the room from). (There are ways to keep your element of surprise however, see special equipment.) Models using camo Lv 2 or TO camo do not cause the enemy models to become alerted but will be alerted as normal if the 8" control zone is penetrated. Impersonation acts as normal. Enemy AI This is the important part of the scenario. Each enemy as an AI attached to it (game play-wise not fluff-wise). If you are using a themed enemy, designate what troops you think most reflect the AI types below, otherwise use the stats provided. This AI determines how it acts on the game table . Each enemy has one order to spend on its self during their turn except assassins who have two. All enemies do their actions and AROs at the same time so the order in which you choose to activate enemy modes does not matter, for example if a mastermind attempts to hack a heavy infantry but a gunman already killed it that turn, the hack is wasted. Enemies (except enforcers and assassins) will always seek line of sight despite their traits, but will stay in full cover if they can not do so within their two actions. Thug The common criminal…and not entirely intelligent. He will always shoot your closest model as the first part of his order then move towards the nearest cover as a second action. In ARO he will always shoot the closest miniature you own. If in cover he will only shoot as his actions or ARO. Will countercharge if you initiate melee and will fight back. Will take a guts check. Gunman Gunmen are a bit smarter than thugs and usually better equipped. The gunman if not in cover will use both actions or an ARO to move towards the nearest cover (this includes dodge moves). Once in cover he will shoot if you move/dodge or dodge if you shoot. On his active turn his action will be to shoot a random model of yours he can see, use a die and assign values to your models determine who he shoots. Will attempt to shoot in response to melee and will fight back. Won't take a guts check. Runner The snitches and the weasels. This model acts like a gunman until 80% of his forces are dead. He then will attempt to run towards any door or window (unlocking them as he goes) and alerts the next room upon entering it (must be fully inside). You must then see what enemies appear in that room. On the enemy turn they (including the runner will all move towards the room you currently in. He then behaves like a gunman once again until 80% are dead again and will once again try and run to the next room (So target him first!). If cornered or is blocked by the player's models, he will act like a thug until a path can be drawn out of the room or is unconscious/dead. If there are no more rooms left to go too, he will make a break for the table edge, if he passes it he escapes and is no longer in the game and does not give victory points (his original room however will be considered clear if he escapes and will give victory points as normal). These models will attempt to flee if assaulted and will attempt to escape combat. Won't take a guts check. Enforcer The big ugly brutes. Considered heavy infantry. These models will act as if impetuous (but not actually rule wise) and will attempt to engage in melee whenever possible. He will move first in the direction of the closest player model and then shoot it if it is outside his control range. If the model is in his area of control he will charge into melee. In ARO he will shoot if you are outside his control range or will move towards the closest model in his control range, charging if he can. Will countercharge if you initiate melee and will fight back. Will take a guts check. Mastermind The brains of the operation. This model will behave like a gunman if he is out of cover. Once he is in cover he will attempt to hack any player model in the room as both his actions and in ARO (consider the room a giant repeater, what mastermind wouldn't prepare for such things?). If there is nothing to hack he will behave like a gunman. He will attempt to flee melee and escape it if he can. Won't take a guts check. Assassin This is the rare experienced criminal who kills silently. He is the only criminal model that has two orders. The assassin starts out of camouflage but then enters it as his first action. All following actions if still camouflaged is to move-move/dodge towards the closest player miniature. If discovered he will camouflage again as his first action on his turn then proceed to move-move toward his foe. In ARO he will only move/dodge towards his target Once in a area of control for an miniature, he will attempt a shoot action then an assault action as permits. This model will shoot as a reaction to being assaulted and will fight back. Won't take a guts check. Note: Incase it is too close to call which one of your models an enemy should be attacking, assign a dice value to your minis, the one that wins is the one who is attacked. Of course a model has to be able to have line of sight when attacking. Note: If you use items that block vision and the AI unit has a template weapon they may attempt use speculative shots instead of normal shots. Resolve these as you would in a normal game. Initiative Too determine the order in which criminals do their actions, make a PH roll for each enemy. If any tie, the model with the higher PH roll goes first, if it is still a tie roll again. Failed rolls roll again but go after those who have succeeded the previous roll. Repeat as necessary. Repeat for every new turn. State of combat When one of your minis enter a room normally (not camouflaged or impersonated) or if shots are fired or melee begins in a room, that room is considered to be "in combat". When no hostile action has been taken that room is "out of combat" Once a runner has entered a new room that room is now "in combat". Doors People with something to hide tend to lock or bar their doors. You may elect to say which doors are locked or use the table. Before spending an action to open a door you may use a short action to test to see if there is a lock (see table). Dice value (d20) / Test result (door type from rule book) 1-5 / Door is unlocked (considered a normal door) 6-10 / Door is crudely locked (considered a normal door) 11-15 / Door is electronically locked (considered a security door) 16-20 / Door is barred (considered an armored door) If the door is unlocked you may proceed as normal. A crudely locked door is locked with a antiquated key or tumbler lock. For these you just need to be base to base with the door and pass a wip roll to unlock the door as if you picked or forced the lock. Electronically locked doors require a hacker or engineer to open and need to use a wip roll to unlock. A barred door is a bit more tricky, your hacker or engineer needs to pass two consecutive wip rolls to get the door unlocked. Alternatively you may simply blow the doors with demo charges, your choice (this immediately alerts the rest of the building however). Civilians Some times hapless bystanders get mixed up in these operations. If you choose to include civilians, before you roll for what type troop/criminal it is you must identify targets before you engage them. This requires a discover roll +5. The ratio of enemy/civilian can be different depending on the player (I'll leave that up to you). My example is a random table, once the wip roll successes you roll a d20 to see what it is, see table. Dice value (d20) / Test result 1-5 / It's a civilian, hold fire! 6-20 / Tango sighted! Engage! Civilian AI Civilians will always run towards cover and stay there in both the active turn and in ARO. Civilians will attempt to discover camo markers as an ARO out of combat and only if in cover when in combat. Apprehension of live enemies Sometimes you want to take the criminal alive. If an enemy failed his initial surprise check (or is surprised by any equipment you use) you may spend a short action to yell "Drop your weapon and get on the floor now!" This forces any surprised models to take another wip roll, if he fails he goes prone and is unable to act for the rest of the round. Next round he must take a wip roll again to see if he regains his composure. If he does he may get up in ARO or his active turn and act normally. Too secure an enemy you must be in base to base with the prone enemy and spend a short action to "secure". This model can no longer act for the rest of the game and is removed from the table as if dead. You may secure civilians as well and are removed from the table. Enemies affected by stun ammunition may also be apprehended. Point values If you wish to score your results, see the following table. Objective / Resulting points Secure room / 2 Enemies killed / 1 Enemies secured / 3 Civilians secured / 2 Troop lost / -3 For example: There were four rooms in the mission and you secured all of them, 8 points. You killed 12 enemies and secured 3, 21 points (12+3+3+3=21 points). You also secured 2 civilians, 4 points (2+2=4). You get a total of 33 points for the mission (8+21+4=33)! However you remember you lost 3 troops so you your finally tally is actually 24 (33-3-3-3=24). /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Possible Alternative mission objectives: Diffuse a bomb Secure the hostages Retrieve documents Sabotage Hack a mainframe Possible Breaching equipment: Flashlights- While nightvision is handy it is not always available. If the power ever goes out you may ignore the effects of it by equipping these (see lights out under hacking). These may also be used as a light pulse instead of shooting. Tear gas grenade- A grenade that expellees a highly painful gas that irritates the eyes, nose, throat and lungs. Anyone in the room when this detonates must make a wip role or use their worst accuracy value when shooting. Anyone within the blast radius that fails their wip role cannot act during their turn. Effect lasts one turn. Sleep gas grenade- Shhhhhhhh… Anyone in the room must make a wip role or become drowsy. Cut cc, bs, ph, and wip in half. Anyone within the blast radius when this goes off must make a wip role or become unconscious. Gasmask- More than just cool looking. Ignores all effects of tear gas and sleep gas. Flashbang- A grenade that when goes off emits a bright pulse of light and sound that blinds and deafens anyone who is within its area of effect. Anyone within a room when this grenade goes off must make a wip check or act as if hit by a light pulse, within the normal blast radius those who fail the wip role cannot act for a turn. Spy cable- Information is a breacher's best ally. A specialist that takes this may move to a door or window and spend a short action to use this device. The spy cable reveals all enemies in the room and foes spawn as they would if you entered the room normally. Foes are not alerted by this action. Riot shield- Riot shields are bullet proof shields that protect police during dangerous riots or raids. Instead of taking a long barreled weapon, a breacher my instead opt to use a riot shield. The shield gives the user +3 cover and +1 armor. This bonus only works for the front arc of the model. Snipers, guided weapons, and forward observers- When you take troop with a sniper weapon, or a guided weapon you have the option to deploy them off the map. Choose what side of the map they will be observing, they will now cover that side of the map and be able to shoot through windows or doors. They cannot switch board sides Hacking: Just because your opponent uses the building as repeater does not mean you can't either! There are a number of options to the breaching hacker. If any of these tricks fail you may not attempt a hack again until your next turn as the system scrambles its systems. Lights out-Once per turn your hacker (or engineer if they get to a power box) can attempt to put the hood over your opponents. Once this happens everyone in the building act as if they have received a light pulse hit. The lights turn back on your turn or if your engineer or hacker switched off the power this effect remains. I see you- Your hackers may locate individuals within the building as personal computers tend to emit waves that repeaters can see. Reveal the number and positions of enemies in a specific room. If there is a camera system in the building you may reveal enemies in the room and their type. This requires the hacker to be in the surveillance room. Shortage- Your hacker breaks the repeater in a room, whoops. Any hacker that attempts to hack in that room is unable to do so and waste the order. DDOS-Your hackers make a concerted effort to disable the criminals hacking capacity. Requires two hackers who must both pass their wip roles. If they succeed enemy hackers may not use their hacking devices for their turn. Generic Criminal Stat Lines Criminal / Mov / CC / BS / PH / WIP / ARM / BTS / W Thug / 4-4 / 11 / 10 / 10 / 13 / 0 / 0 / 1 Gunman / 4-4 / 13 / 12 / 11 / 13 / 1 / 0 / 1 Runner / 4-4 / 10 / 10 / 12 / 13 / 0 / 0 / 1 Enforcer / 4-2 / 14 / 10 / 13 / 12 / 3 / -3 / 2 Mastermind / 4-4 / 13 / 11 / 10 / 14 / 1 / -3 / 1 Assassin / 4-4 / 15 / 13 / 12 / 13 / 2 / 0 / 1 Generic criminal ranged equipment, roll on a d20 (Note all criminals come standard with pistols and knives) Criminal / 1-5 / 6-10 / 11-15 / 16-20 Thug / Chain Rifle / Chain Rifle / SMG/N / Combi- Rifle Gunman / Combi-Rifle / Combi-Rifle / AP Rifle / Spitfire Runner / Combi-Rifle / Combi-Rifle / SMG(Normal ammo) / Lt Shotgun Enforcer / Chain Rifle / Lt Shotgun / Lt Shotgun / Boarding Shotgun Mastermind / Combi-Rifle / Combi-Rifle / Combi-Rifle / AP Rifle Assassin / Lt Shotgun / Boarding Shotgun / SMG (normal ammo)/ SMG (Shock ammo) Roll again for an enforcer's and assassin's melee weapon Criminal / 1-5 / 6-10 / 11-15 / 16-20 Enforcer / CCW / CCW / AP CCW / EX CCW Assassin / CCW / AP CCW / AP CCW / Viral CCW House Cleaning 1.0.pdf
  24. Greetings my friends, I've written this scenario out of both boredom at work and love for the game Mirror's Edge. In case you're not familiar, Mirror's Edge is a first person free-running game where you play a "runner" trying to leap and climb through obstacles while avoiding bullets and is generally a very good game with an Infinity-esque feel. This gave me inspiration for this scenario, where the defending team has a Runner to protect until an evac dropship arrives, and the attackers have to retrieve the stolen intel she is carrying. Let me know what you think, I love to hear critique and have yet to test this one myself. The Runner By Cpl. Sgt. Kill Attackers: The Runner is carrying stolen data that she plans on delivering to our enemies, do not let this happen. We’ve intercepted a transmission that a dropship is en route to extract her, and our scouts have detected hostile forces are in the area. The primary objective is to eliminate the runner and secure the package before evac arrives. Your secondary objective is to cause as many casualties to the enemy as possible. Show them what it means to choose the wrong side. Defenders: Our Runner has secured highly sensitive information regarding enemy troop deployments and supply routes, and she is waiting for extraction. This could turn the war in our favor, ensure that the Runner survives until the dropship arrives. Should she be killed in action, your secondary objective is to secure the intel yourself. The package is your highest priority, do not let it fall back into enemy hands, otherwise months of infiltration would be for nothing. The Runner is automatically included in the Defender’s army list for free. The Runner carries a Satchel with the stolen intelligence, and when killed or incapacitated, she drops the Satchel for pickup by other units. Recovering the Satchel is done by moving into base contact with it. During the 5th game turn, the dropship arrives by Combat Jump. The Runner must be aboard by the end of the 6th game turn in order to be extracted successfully. The Runner (Irregular, No Cube) MOV: 4-4 CC: 15 BS: 11 PH: 13 WIP: 15 ARM: 1 BTS: 0 W: 1 Pistol, Knife, Satchel Skills: Climbing Plus, Sixth Sense L1, Martial Arts L3 Scoring Eliminating the Runner is worth 1 point for the Attackers. Killing 50% of the Defenders is worth 1 point for the Attackers. When killed, the Runner drops the Satchel which can be secured for 2 points. Protecting the runner until extraction is worth 3 points for the Defenders. Killing the enemy Lieutenant is worth 1 point. (Only the first)
  25. Here is my second scenario which is based off how a boarding action in the Infinity universe might work. As before I am happy to receive critique! Have at it! Edit 12/9/13: Standardizing my post with a prior scenario I built. I have turned the file into a pdf and put the text in this post for easy access. Boarding Action Damage Control: "Hull breach! Hull breach! Tier 7 is venting atmosphere!" Intelligence Officer: "Ma'am! The enemy schooner is pulling along side and undocking craft!" Captain Sun Ko on broadband intercom: "All personnel prepare to be boarded! Repeat, the Qapu Kalqi are boarding our vessel!" Black Box upon the captured Yu Jing frigate Red Serpent. This mission has two sides, one who is defending their spacecraft, and those who are boarding it in order to take it. Both sides has it's own secret objectives which will be described later. Set up the game table as if it was the interior of a space craft, as clusterphobic as possible with many hallways and rooms. Now designate a number of special rooms with your opponent: the deck, engineering, medi bay and docking bay. Each main room has a main console and a door for every entrance which open when a model is a inch away and close when that model moves away or is unconscious/dead. Consoles and doors may be interacted with as described later. Also designate a cargo container in every room as an "objective" as each side may have an objective that relates. List requirements: Specialists are required to play. Before deploying, players do their wip roll to see who chooses and who deploys. Whoever goes first is the attacker, the defender goes second. Now reference the cart to determine your objectives, roll a d6 twice for your side respectively. If you roll the same twice roll again until you get a new one. You may reroll one objective once. Attacker's Main objective Defender's Main Objective 1. Capture crew 4. Obtain cargo 1. Capture attacker 4. Destroy cargo 2. Sabotage vessel 5. Gather data 2. Evacuate and scuttle 5. Secure and delete data 3. Take vessel 6. Upload virus 3. Clear ship 6. Escort VIP Objective descriptions: Attackers- Capture crew: Spend a long action on an unconscious enemy model to gain victory points, 1 for regular units, 2 for specialists, 3 for hackers and doctors, and 5 for lieutenants. That model is then removed from play. Sabotage vessel: Use an explosive weapon or a wip long skill by a specialist, to destroy the engineering console. Once destroyed you must exfiltrate. You gain 3 vp for destroying the console and 1 for every unit you exfiltrate. After the console is destroyed the self destruct sequence begins. Take a counter die and take it down a notch every new turn starting from three. At zero the game ends. Take vessel: You gain victory points for every main room that's clear. 1 VP for the docking bay, 2 for the medi bay, 3 for engineering and 5 for the deck. Obtain cargo: Attempt to obtain cargo from the designated "objective" cargo containers. It takes a long skill from a specialist to open the container and a short skill by anyone to puck up the cargo. However once picked up, the unit may only perform short movement actions. 1 point for every cargo held and 1 for every cargo piece returned to the boarding ship. Gather data: Using the hacking skill or a long skill by a specialist, gather data from each of the main consoles. You must then spend a long action and a wip roll to upload the data to your own ship's mainframe. The data is dropped if the unit becomes unconscious before completing this action. Any other unit you control can pick up the data and complete the upload as a long skill and a wip roll. 1 VP for the docking bay, 2 for the medi bay, 3 for engineering and 5 for the deck. Your opponent can pick up this data for his or her own use if their objective is Secure and delete data. Upload virus: Select one hacker or specialist to be holding the virus. From either the engineering room or the deck, bring your specialist to the console. Using a hacking skill or long action respectively, upload the virus. Defend the room for as many turns as possible. Your specialist may not do any other skills while this occurs. he virus is uploaded after the third turn giving you 3 points. You may wait another turn to confirm if it succeeds, you then gain 5 vp. If your opponent stops the virus (kills or knocks out the specialist before the third turn) you do not gain any vp and your opponent gets 3 vp. Defenders- Capture attacker: Spend a long action on an unconscious enemy model to gain victory points, 1 for regular units, 2 for specialists, 3 for hackers and doctors, and 5 for lieutenants. That model is then removed from play. Evacuate and scuttle: The lieutenant from either the engineering or the main deck console must initiate the evacuation sequence. Once done you gain 3 victory points. Start a timer die starting with three, for every defender active game turn the timer goes down a tick. After it reaches zero the game ends. For every troop that successfully evacuates you get a victory point. Clear ship: You gain victory points for every main room that's clear. 1 VP for the docking bay, 2 for the medi bay, 3 for engineering and 5 for the deck. Destroy cargo: Anyone with a explosive weapon can destroy the cargo scattered on the ship. 2 consecutive wip rolls are necessary for a specialist to destroy the cargo. 2 points for every cargo destroyed. Secure and delete data: Using the hacking skill or a long skill by a specialist, gather data from each of the main consoles. You must then spend a long action and a wip roll to destroy the data. The data is dropped if the unit becomes unconscious before completing this action. Any other unit you control can pick up the data and complete the deletion as a long skill and a wip roll. 1 VP for the docking bay, 2 for the medi bay, 3 for engineering and 5 for the deck. Your opponent can pick up this data for his or her own use if their objective is gather data. Escort VIP: You start with a civilian with a pistol and one irregular order. You have total control over this miniature but you must get her safely to the docking bay which contains her personal craft. If you succeed in getting the VIP to her ship gain 5 vp. If your opponent kills the VIP before she reaches the ship your opponent gains 3 vp. To enter the ship she must be base to base with the ship and complete a short movement skill. Attackers start in one room that he chooses, this maybe any room on the sides of the board, preferably one with enough space to fit your army, if none is available, they come in next turn. You may not start in any of the main rooms. Defenders can start anywhere on the board that is not where the attackers are starting but are limited to three models per regular room and five per main room. Hallways count as a normal room for these purposes. Since the circumstances are so dire, the normal retreat rule is not in effect. Instead both sides have a way to escape, attackers have their boarding craft, the defenders, crash coffins. There are two crash coffins per main room. Once retreat is in effect , the side in retreat must move impetuously towards their nearest respective escape route. Boarding craft: Attackers may simply board their craft to escape (short movement action). Crash coffin rules: Defenders may simply board a crash coffin by using a short action. Attackers may take crash coffins themselves but pass a wip roll to use it otherwise it locks and cannot use it. Defenders may use a locked crash coffin if they pass a wip roll of which an attacker can once again try and use that coffin. You can also launch a crash coffin with no one in it. Hacking and specialists: Hacking on a vessel can reek havoc with a ship's systems. Any hacker or specialist can once they pass a successful wip check on the main console of any main room can choose from the following effects based on the room: Main deck: Defense protocols: Activates thee security drones with one impetuous and one irregular order for your side. Lock all doors: Just as it says, a locked door requires a wip roll by a non specialist or opened normally by a specialist (may be hacked using the hacking skill). Engineering: Vent atmosphere (one room only):Infantry within the room (friend or foe) must immediately pass a BTS roll, if failed they must pass a physical roll. If both are failed the model goes unconscious with no wounds. They need not pass any more tests till the next player turn. Any unconscious models must pas a physical roll or be re removed as a casualty. If you choose to vent another room, the prior room is no longer vented. You may also choose to normalize a room with a long action. Turn off gravity: Entire craft now counts as Zero-G Terrain. Long action to reinitiate gravity. Medi Bay: Drops paramedic pack with one use, can be picked up by anyone. Docking Bay: None. Any opposing hacker (not specialists) can cancel the effect by passing a wip roll. A specialist can cancel the effect if they are at a main console and pass two wip rolls. Hackers at a console may also hack anything within the control area of any other console including the console it's self but must add one wip role to it's current difficulty. Doors: A specialist can lock any door with a passed wip roll. Boarding Action 1.0.pdf