Post by Angron on Jul 6, 2014 6:21:21 GMT -6
We will be running the Cameronian Attack big game at Leisure Hours on Joliet on Saturday the 26th of July. It will be modified to accommodate more players and use the spec ops and order pool rules from the last Adepticon Big game.
UPDATED RULES!
OVERVIEW
Your mission is to infiltrate and investigate an underground facility located on Dawn. The facility is accessed through four elevators located on a military base in a heavily forested area.
PLAYERS
Players each build a Specops Character. The Specops starting experience can either be a base 25 Xp or the players may choose to roll two d10 percentile dice to obtain 1-100 Xp.
Spec ops are built as shown in the Campaign Paradisio book.
Players will activate and deploy in descending order of Xp
When a player activates he must use his entire or any part of his order pool, players will not be able to save orders for later in the turn.
Player order pools are calculated using the players starting Xp. Players have their starting Xp divided by 10 rounding up in orders.
AROs are considered simultaneous but resolving the actions starting from the best die results. For example two players ARO shoot an advancing Cameronian. Both players succeed with their attacks. Player A succeeds with an 8 but player B succeeds with a 10. The Cameronian will take the armor save from player B first and if he survives will then roll the armor save for Player As attack.
CAMERONIANS
The Cameronians are as they are in the book minus smoke and regular grenades.
They will combine their orders as much as possible to speed up game play and simulate a pack mentality.
In Aro the Cameronians will dodge towards the closest enemy model.
The Cameronians will only have their
Impetuous and Irregular orders to spend.
Cameronians will respawn one Half of their casualties at the end of their player turn. They will come on the board as a combined order in as many groups of four as allowed. Their starting board edges will be randomized using the parachutist rules. This will create an ARO for each group seen entering the board.
FACILITY DENIZENS
There are thing in the Underground Facility. They will act very much like the Cameronians. They will each only have an Impetuous and Irregular order to spend regardless of profile.
BATTLEFIELD CONDITIONS
Both boards count as Lo Vis.
The entrances to the Underground Facility are marked by elevator tubes you are required to use a short skill while in base to base with the door to activate the entrances.
SCORING
Each wounding hit caused is 10 points
Completing any of the ITS Classified objectives is 25 points A player may only complete each once.
There are four unique objectives. These objectives may only be completed once. After a player has completed one of these objectives no other player has the ability to get points for their completion.
1. Turn on the power. You are charged with entering the lab and activating two switches. You must be in base to base contact and use a long skill requiring a PH test. A model possessing the engineer skill makes this test at PH +3. This objective is worth 100 points
2. Deactivate the machine. You are to deactivate an unknown device at four of eight locations. Each device is ARM 1 and BTS -3 Once a player destroys a devise that one is intelligible to be destroyed by another player. This objective is worth 100 points.
3. Rescue. Escort one of two civilian scientists back to the surface for extraction. The civilian must be synced with and brought back to the designated extraction point. Alive. This objective is worth 100 points
4. Information extraction. Gather information from four terminals. Each terminal may be accessed by hacking or by a Short WIP skill in base to base by a model not equipped with a hacking device. This objective is worth. 100 points
GAME TIME LIMITS
The game will go ten rounds or until we run out of time. Five hours or so. Which ever is longer.
Prizes will be given for
First out.
Most points scored
And others to be determined.
UPDATED RULES!
OVERVIEW
Your mission is to infiltrate and investigate an underground facility located on Dawn. The facility is accessed through four elevators located on a military base in a heavily forested area.
PLAYERS
Players each build a Specops Character. The Specops starting experience can either be a base 25 Xp or the players may choose to roll two d10 percentile dice to obtain 1-100 Xp.
Spec ops are built as shown in the Campaign Paradisio book.
Players will activate and deploy in descending order of Xp
When a player activates he must use his entire or any part of his order pool, players will not be able to save orders for later in the turn.
Player order pools are calculated using the players starting Xp. Players have their starting Xp divided by 10 rounding up in orders.
AROs are considered simultaneous but resolving the actions starting from the best die results. For example two players ARO shoot an advancing Cameronian. Both players succeed with their attacks. Player A succeeds with an 8 but player B succeeds with a 10. The Cameronian will take the armor save from player B first and if he survives will then roll the armor save for Player As attack.
CAMERONIANS
The Cameronians are as they are in the book minus smoke and regular grenades.
They will combine their orders as much as possible to speed up game play and simulate a pack mentality.
In Aro the Cameronians will dodge towards the closest enemy model.
The Cameronians will only have their
Impetuous and Irregular orders to spend.
Cameronians will respawn one Half of their casualties at the end of their player turn. They will come on the board as a combined order in as many groups of four as allowed. Their starting board edges will be randomized using the parachutist rules. This will create an ARO for each group seen entering the board.
FACILITY DENIZENS
There are thing in the Underground Facility. They will act very much like the Cameronians. They will each only have an Impetuous and Irregular order to spend regardless of profile.
BATTLEFIELD CONDITIONS
Both boards count as Lo Vis.
The entrances to the Underground Facility are marked by elevator tubes you are required to use a short skill while in base to base with the door to activate the entrances.
SCORING
Each wounding hit caused is 10 points
Completing any of the ITS Classified objectives is 25 points A player may only complete each once.
There are four unique objectives. These objectives may only be completed once. After a player has completed one of these objectives no other player has the ability to get points for their completion.
1. Turn on the power. You are charged with entering the lab and activating two switches. You must be in base to base contact and use a long skill requiring a PH test. A model possessing the engineer skill makes this test at PH +3. This objective is worth 100 points
2. Deactivate the machine. You are to deactivate an unknown device at four of eight locations. Each device is ARM 1 and BTS -3 Once a player destroys a devise that one is intelligible to be destroyed by another player. This objective is worth 100 points.
3. Rescue. Escort one of two civilian scientists back to the surface for extraction. The civilian must be synced with and brought back to the designated extraction point. Alive. This objective is worth 100 points
4. Information extraction. Gather information from four terminals. Each terminal may be accessed by hacking or by a Short WIP skill in base to base by a model not equipped with a hacking device. This objective is worth. 100 points
GAME TIME LIMITS
The game will go ten rounds or until we run out of time. Five hours or so. Which ever is longer.
Prizes will be given for
First out.
Most points scored
And others to be determined.