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Post by Angron on Jan 11, 2014 20:53:09 GMT -6
INFINITY OPERATION PARTY CRASHERS YOU HAVE BEEN SELECTED TO JOIN A TEAM WHOSE MISSION IS TO RAID A MORAT VESSEL. YOUR PRIMARY OBJECTIVE IS THE ELIMINATION OF AN EI ASPECT. EVENT PARTICIPANTS In order to take part in this event, players are required to bring everything they need to play, including: » Miniature » Tape measure, » Templates and markers, » Dice, » Army list. Participation in official Infinity events implies knowledge and acceptance of all rules in this document as well as any rules set forth by the event Organizer. SPORTSMANSHIP All participants in an event, whether Organizers, Players or guests, are expected to conduct themselves in a friendly and considerate manner at all times. If a participant disrupts the good atmosphere of an event, the Organizer may sanction them or altogether remove them from play. Minimum player etiquette includes giving the opponent time to clearly see the results on your dice before picking them up, sharing with the opponent all open information from your army list and clarifying it as often as requested, waiting for the opponent to declare ARO whenever you spend an Order, etc. MINIATURES All miniatures used by the players must be from Corvus Belli’s official Infinity range and must be assembled—with at least their main components—and based, using the base supplied with the figure or other of the same size. Each figure must represent faithfully the unit it stands for, including its equipment and weapon options. Should the appropriate miniature not be available on the Infinity range, you can use a different Corvus Belli miniature as a stand-in, but you must clearly inform your opponent of what that figure represents. PAINTING Miniatures must be painted to Adepticons Painting Standards PROXIES Under no circumstances can figures from other brands or manufacturers be used as proxies. CONVERTED FIGURES Use of converted figures is allowed, and in fact encouraged, as long as most or all the figure is composed of parts from Corvus Belli miniatures and the figure accurately represents the unit and weapon option it stands for. FORMAT OF THE EVENT This game is a multi-player event pitting a team of several Spec Ops players against a GM controlled Combined Army. ARMY LISTS Each player will build his or her own Spec Ops Character. They will be able to use OP accumulated through out the convention, either from Open Play or through any Tournaments they participate in. There will be no cap on the XP accumulated. GAMEPLAY Play will alternate like a normal game of Infinity, with the Spec Ops players having their own turn and the GM having his. All models on the Spec Ops team are considered Friendly to one another. Each individual Spec Ops order pool will be calculated at the beginning of the game. The order Pool will be the sum of their accumulated XP divided by 10 rounding up with a cap of 10 orders per model. Any player wishing to play without participating throughout the weekend can start with a Spec Ops of 25XP The initial breaching of the ship has caught the Morat forces by surprise; they will count as being in Loss of Lieutenant for the entirety of the game. The EI Aspect counts as having the Ghost: Jumper L1 ability, its order pool will be calculated by counting up the number of available proxies. These will include any models with the Ghost: Mnemonica ability and Imetrons. GAME SPECIAL RULES » Their owner’s partners treat all Spec Ops in the player’s army as Friendly Models. » Players may spend orders freely during their turn. » Certain missions may only be completed by specific specialists, i.e. Engineers and Hackers, Spec Ops with the “Specialist” ability may perform any of them with a -3 penalty to any required roll. » Any Spec Ops model may purchase the Zero-G Terrain Ability for 5 XP. » Spec Ops selecting the Chain Of Command Ability may treat it as Strategos L1 and assign one of his Orders to any other Spec Ops model at the start of the turn before any Orders are spent. » Players will receive Kill Points for Kills and various missions that their Spec Ops completes » The Player with the most Kill Points at the end of the Game will be the winner!
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Post by kuozar on Jan 12, 2014 11:04:08 GMT -6
This sounds...interesting.
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Post by Angron on Jan 12, 2014 11:40:21 GMT -6
Good interesting or bad interesting like a disaster interesting?
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Post by kuozar on Jan 12, 2014 22:59:05 GMT -6
I think it could get really overpowered for the Spec Ops real quick
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Post by Angron on Jan 13, 2014 5:17:21 GMT -6
Against this
MORATS. they count as in loss of they're own orders plus 2 can be spent on them 4 Morat vanguard combi 1 Morat HMG 1 Morat hacker 1 Raicho H flamer 1 Kurgat mk12 1 Yaogot. Spitfire 1 Yaogot combi 1 Yaogot shotgun 1 Yaogot. Panzer Faust combi 1 Zerat. Combi 1 Zerat Hacker 1 Rasyat combi 1 Rasyat Spitfire 3 Daturazi chain rifles 2 Suryat HMG 1 Suryat Multi rifle 1 Sogarat HMG
IE ARMY. the count as having G: Jumper. Each model including the imetrons give them they're order pool. The Medtech contribute and use this order pool
Avatar flamer Skiavaros sepsitor Chronotid sepsitor Chronotid HMG Anathematic hacker 2 imetrons Med tech with slave
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Post by Angron on Mar 14, 2014 9:07:02 GMT -6
HERE ARE THE MOST CURRENT ITERATION OF THE RULES WE WILL BE USING THESE TOMORROW
Operation: Party Crashers
It has come to the attention of O-12 that a Morat Frigate is coming dangerously close to Dawn. With the help of our Tohaa allies we’ve ascertained that there is a very important EI Presence on the ship. The raid will consist of a highly trained group from all across the sphere and our allies and some Combined defectors. Your main objective is to destroy the EI Presence; any other Intel gleaned from this mission is going to be a bonus. In an unprecedented cooperative effort of our Nomad and Aleph allies we’ll have a super virus that should severely cripple the Morat’s and EI ‘s command structures. Making the assault a little more manageable. The virus will attack various ship systems on and off this is designed to keep the crew busy while you do your work. This also means that at certain times the ship will become increasingly dangerous as certain systems go offline. It is HIGHLY recommended that you take some time and go through some Zero-G training.
The virus also has a fail safe after a predetermined amount of time it will attack the engine core forcing a “self-destruct” sequence it is highly recommended that you be off the ship at that time.
EVENT PARTICIPANTS In order to take part in this event, players are required to bring everything they need to play, including: » Miniature » Tape measure, » Templates and markers, » Dice, » Army list. Participation in official Infinity events implies knowledge and acceptance of all rules in this document as well as any rules set forth by the event Organizer.
SPORTSMANSHIP All participants in an event, whether Organizers, Players or guests, are expected to conduct themselves in a friendly and considerate manner at all times. If a participant disrupts the good atmosphere of an event, the Organizer may sanction them or altogether remove them from play. Minimum player etiquette includes giving the opponent time to clearly see the results on your dice before picking them up, sharing with the opponent all open information from your army list and clarifying it as often as requested, waiting for the opponent to declare ARO whenever you spend an Order, etc.
MINIATURES All miniatures used by the players must be from Corvus Belli’s official Infinity range and must be assembled—with at least their main components—and based, using the base supplied with the figure or other of the same size. Each figure must represent faithfully the unit it stands for, including its equipment and weapon options. Should the appropriate miniature not be available on the Infinity range, you can use a different Corvus Belli miniature as a stand-in, but you must clearly inform your opponent of what that figure represents. PAINTING Miniatures must be painted to Adepticons Painting Standards PROXIES Under no circumstances can figures from other brands or manufacturers be used as proxies. CONVERTED FIGURES Use of converted figures is allowed, and in fact encouraged, as long as most or all the figure is composed of parts from Corvus Belli miniatures and the figure accurately represents the unit and weapon option it stands for.
FORMAT OF THE EVENT This game is a multi-player event pitting a team of several Spec Ops players against a GM controlled Combined Army.
ARMY LISTS Each player will build his or her own Spec Ops Character. They will be able to use OP accumulated through out the convention, either from Open Play or through any Tournaments they participate in. There will be no cap on the XP accumulated.
GAMEPLAY Play will alternate like a normal game of Infinity, with the Spec Ops players having their own turn and the GM having his. All models on the Spec Ops team are considered Friendly to one another. Each individual Spec Ops order pool will be calculated at the beginning of the game. The order Pool will be the sum of their accumulated XP divided by 10 rounding up with a cap of 10 orders per model. Any player wishing to play without participating throughout the weekend can start with a Spec Ops of 25XP
GAME SPECIAL RULES
➢ Their owner’s partners treat all Spec Ops in the player’s army as Friendly Models. ➢ Players may spend orders freely during their turn. ➢ Specific specialists may only complete certain missions, i.e. Engineers and Hackers; Spec Ops with the “Specialist” ability may perform any of them with a -3 penalty to any required roll. ➢ Any Spec Ops model may purchase the Zero-G Terrain Ability for 5 XP. ➢ Spec Ops selecting the Chain Of Command Ability may treat it as Strategos L1 and assign one of his Orders to any other Spec Ops model at the start of the turn before any Orders are spent. ➢ Players will receive Kill Points for Kills and various missions that their Spec Ops completes ➢ The Spec Ops Players go first and deploy in a predetermined area of the ship. ➢ All AROs will be simultaneous. Armor rolls for the Combined army will be done in order of highest success, with critical rolls counting last or first, chosen by the player inflicting them. For example two Spec Ops are aroing a Vanguard Infantry, the two Spec Ops both score a success but one gets a critical. The player that scores a Critical can choose to have his wound count first and get the credit for the kill. The other option is to defer on a multi wound model and hope that the model fails his armor save and your critical counts for the kill. ➢ The game will go for 10 rounds. ➢ The Player with the most Kill Points at the end of the Game will be the winner!
COMBINED ARMY SPECIAL RULES
➢ The ship is damaged by a cyber attack making the raid a little easier. Communication with command is damaged so the Morats count as being in Loss of Lieutenant. All morats have their own order and the entire force has two additional orders to spend. ➢ The EI counts as having the g:jumper ability. It can transfer between the Anathematic, Chronotid, Chronotid w/HMG, a Skiavaros or the Avatar. All aspects of the EI must be rendered Unconscious or dead for it to be destroyed. ➢ It has as many orders as there are proxies and Imetrons. Seven total. ➢ The team of spec ops will have six missions to complete before they are wiped out. Zero g can be bought for 2xp Their order pool will be one half their exp rounded up plus two. This will be calculated for each model
MISSIONS
➢ All players can complete each of the ITS Classified missions. Each mission completed will be worth 25 Kill Points. They may only be done once each per player. ➢ All casualties inflicted are worth their army cost in Kill Points. The last wound caused will determine who gets credit for the casualty.
SPECIAL MISSIONS
These Missions may only be completed once and they are worth 200 Kill Points each.
➢ There is a high scientist held aboard the ship, he needs to be rescued. To complete this mission you must sync with the civilian that is held somewhere on the ship and escort him back to where you entered the ship ➢ There are 6 terminals located through out the ship that each contains the locations of the Combined Fleet in this sector. You have to access at least four of them to get all of the info. To complete this mission you have to hack four of six available terminals, each has a BTS -3. If you are a “specialist” you must be in base to base with the terminal and pass a WIP -6 ➢ In case the Virus doesn’t do its job the Warp Core must be rigged to explode. To complete this mission you have to get in Base to Base with all three terminals in the Engine Room and pass a PH test at -3. The -3 is ignored if you have the Engineer Skill
VIRUS EFFECTS
At the start of every turn the Combined Army Player will roll a D20 and consult the chart below. The effects will last until the end of the current game turn and a new effect is rolled. 1) Nothing -No Effect 2) Hostility Level- Insecure – On a roll of a 20 a D 10 Hit 3) Low Vis- Entire board counts as Low-Vis 4) Zero -G- Entire Board counts as impassible unless model has Multi-Terrain or Zero-G 5) Nothing-No Effect 6) Hostility Level- Adverse – On a roll of a 19 or20 a D 10 Hit 7) Low Vis-Entire board counts as Low-Vis 8) Zero -G- Entire Board counts as impassible unless model has Multi-Terrain or Zero-G 9) Nothing-No Effect 10) Hostility Level- Dangerous– On a roll of a 18 or more a D 10 Hit 11) Low Vis-Entire board counts as Low-Vis 12) Zero -G- Entire Board counts as impassible unless model has Multi-Terrain or Zero-G 13) Nothing-No Effect 14) Hostility Level- Aggressive– On a roll of a 17 or more a D 10 Hit 15) Low Vis-Entire board counts as Low-Vis 16) Zero -G- Entire Board counts as impassible unless model has Multi-Terrain or Zero-G 17) Nothing-No Effect 18) Hostility Level- Lethal – On a roll of a 16 or more a D 10 Hit 19) Low Vis-Entire board counts as Low-Vis 20) Zero –G- Entire Board counts as impassible unless model has Multi-Terrain or Zero-G
ENDING THE GAME
The Game will go 10 Rounds or until all models on one side are whipped out. Any Spec Ops Model not back to its Deployment area at the end of the game will only count half of its Kill Points (Rounding up)
The Player with the most Kill Points WINS!!
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Post by Angron on Mar 14, 2014 9:54:11 GMT -6
Here is the layout for ship #2. This what we will be using tomorrow. Attachments:
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Post by jmeis982 on Mar 14, 2014 10:44:18 GMT -6
Is zero g 5 pts or 2 it says both in differeing locations
Sent from my HTC6500LVW using proboards
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Post by Angron on Mar 16, 2014 7:50:25 GMT -6
I'd like to thank those who came out to test this yesterday.
Here are some notes I took, please add anything you guys saw that should be changed.
Put in the rules
Modified jumper rules something about the ship adding additional abilities ( technically the jumper rules only allow one order per group not fig) 10 Xp to remove your cube ( this combined with the sepsitor modified by bts will be all I will change. No bringing players back from sepsitor.) Allow smoke same points as swarm grenades 5xp for zero g 20xp for a roll on the booty chart L1 40xp for a roll on the booty chart L2 Sepsitor is modified by bts
Terrain
I will add two more corridors leading to the engine rooms that come from the aft of the ship. Doors will require either a wip or ph roll to open in base to base with the wall( short movement skill) They may be closed for a short movement skill Doors may also be hacked open or closed. They have a Bts 0
Order expenditure The current rules state that they may be spent freely by the raiding force. I liked how it went yesterday so I'll be adding
"The raiding players spend orders in order of experience starting with the highest with subsequent activations staring with the next highest experience . The highest Xp player begins each player turn spending one of his orders followed by the second and so on. Once all players have spent one order the cycle starts again this time starting with the second highest continuing until all player orders are spent."
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Post by kelreth on Mar 17, 2014 8:39:45 GMT -6
So I take it Sepsitor was a killer for Spec Ops with Cubes?
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Post by Angron on Mar 17, 2014 10:08:59 GMT -6
Yes. Skiavaros in a room just grabbing them as they walked by.
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Post by kelreth on Mar 17, 2014 11:19:12 GMT -6
Ouch. Glad my Muyibs are all crazy then.
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Post by scadugenga on Mar 17, 2014 12:45:19 GMT -6
Things we learned:
1) Cubes are bad. No cubes = good. 2) EXP HMG in ARO sucks monkey butt. 3) Players will actually need to cooperate to have any chance of succeeding. Being "friendly" to each other will not cut it. 4) Daturazi smoke + yoagat msv (or whatever space monkey gets msv) = pain train for the spec ops. 5) Mines create chokepoints. Crazy spec ops are needed to take a mine to the face in case they fail the engineering check. 6) Avatar is scary, but uses most of its orders trying to get to the players and then will get lit up. 7) At least 1 spec ops with a flamer will be necessary to deal with ODD. 8) Zero-G, while we all took it, only ever came into effect once. May not be worth the xp expenditure.
It was a good time, even after eating exploding HMG rounds to the face.
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Post by kelreth on Mar 17, 2014 12:52:43 GMT -6
Who the hell can get a flame weapon for Spec Ops? I want that Also that all makes me think I need to change my strategy from "viral death machine" Hyperdynamics sounds like it might be useful for mines but that's also a sure fire way to roll a 1 and die
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Post by scadugenga on Mar 17, 2014 13:55:40 GMT -6
NWI was also very prevelant, which makes you shock immune, at least.
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