Thursday, July 11, 2013

Quake City Rumble 2013: Scenarios

As promised, here are the scenarios for this years Quake City Rumble.

Scenario #1: Staking Your Claim
During his circumnavigation of the globe, the great explorer-pirate, Sir Francis Drakenholf stopped at the "Great Bay." His description of the bay and its nearby land has always drawn those seeking to find a place to live away from the "Old World." Recently, news has returned that gold has been found in the nearby hills, igniting a Gold Rush of adventurers from far and wide. After an arduous journey, fending off Dark Elf slavers, reptilian sea monsters, and undead pirates, you have landed at the boom town, San Francisco. Now it a race to "stake a claim" where you hope to make your fortune.
Special Rules: The person who traveled the farthest places the first piece of terrain. The first piece of terrain must be a hill and must be placed in the center of the table. Further, the player who traveled farthest gets a +1 to the die roll to go first.

Deployment: As per Meeting Engagement.

Scenario Objectives: 
  1. Have more models on the center hill than your opponent at the end of the game (2 points)
  2. Destroy your opponent's largest unit by model count (1 point)
  3. Have your highest point core unit be still alive and not fleeing at the end of the game (1 point) 


Scenario #2: The Beer Wench Arrives
Your claim quickly proves to be worth the long journey and your band’s mining efforts quickly yield nuggets of gold. The one problem is that whenever the Schooner “The Beer Wench” sails into port, all mining activity ends -for the Beer Wench carries kegs of the famous dwarven beer, Miner’s XXX Stout! Your fellow miners will not work unless fortified by this delicious brew. Yesterday, the Beer Wench arrived back in port. You took a trusted band of followers down to San Francisco to procure as much as you could. Unfortunately only one keg was available. Disheartened, you start off the next morning to return to the mines. In the early morning light, you see a band of rival miner’s carrying a keg of this brew as well and you determine this is the perfect opportunity to double the amount of beer you can bring back.
Special Rules: Prior to deployment, nominate one non-flying core unit with either a standard or champion to be given the keg. The unit gains the following rules: Stupidity; Immune to Psychology; Stubborn; and may not use a character's leadership for break tests. No character may join (or deploy in) a unit with the keg. If the unit is broken or destroyed in combat (or if destroyed
by other means), it drops the keg. The unit may not voluntarily drop the keg.

The winner of a combat causing the keg to be dropped may choose to pick up the keg if they do not overrun or pursue. After any overrun or pursuit, place the keg as close as possible to the spot where the center of the front rank of the unit was before it was broken or destroyed, but at least an inch away from any unit. A unit may pick up a keg by moving into contact during the remaining moves phase. This ends the unit’s movement immediately (they stop to sample the goods). The keg may only be picked up by a non-flying and non character unit (it does not need a standard or champion). This can be a unit with a character already in it, but once a unit possesses a keg, a character cannot join the unit.

Deployment: As per Dawn Attack. The unit with the keg is treated as rolling a 3-5.

Scenario Objectives:
  1. Hold your opponent's keg at the end of the game (2 points)
  2. Hold onto your own key (1 point)
  3. Have a friendly unit holding a keg in your opponent's half of the board (1 point)


Scenario #3: Tectonic Flux
To find more gold, you have begun to employ wizards to aid in your search. Unfortuantly, the gold in these hills is laced with an unidentified material that screws with users of magic. The most powerful spells fizzle, while the most simple cantrip can blow the head off the wizard (along with anyone close by). This can not be allowed to stop you, so you will just have to stand far away from the wizard prospectors. However, your spies tell you that a nearby mining crew has also started using wizards to aid in their prospecting. You have decided to approach the rival wizards and make an “offer they can’t refuse”.
Special Rules: During each Magic phase, the player whose turn it is rolls a single D6. For the remainder of the magic phase, all Power or Dispel dice results that match the die rolled at the beginning of the phase are disregarded. Also, the player with the fewest magic levels decides who deploys the first unit; roll off if tied.

Additionally, each army has a Divining Rod. This magical doodad has proven to be very useful and  you begin to wonder what it would do if you used it on an enemy. Prior to deployment, nominate one character to carry the divining rod. Bound spell with casting value of 8 (One use only). Nominate 1 model in LoS and within 18”. If successfully cast, destroy one random magic item on the model. If an Irresistible Force is rolled while using the rod, the user takes a ST 10 hit. The  divining rod counts as a magic item.

Deployment: As per Battleline.

Scenario Objectives:
  1. Kill an opposing model that generates and/or channels either Power Dice or Dispel Dice. If your opponent does not have such a model, kill the opposing general (2 points).
  2. Destroy your opponent's most expensive magic item, demonic item, or runic item. An item is destroyed if the bearer is killed, or if the Divining Rod destroyed it, or some other spell and/or effect destroyed it. If your opponent has two or more items that are equal in value, nominate one as your target prior to deployment (1 point).
  3. Have more casting levels than your opponent at the end of the game. If a player starts with zero casting levels, they count as having 1 casting level while the General is alive (1 point).


Scenario #4: Greed is Good
Your claim is staring to play out. However all is not lost, as you have amassed a small fortune. But while a small fortune is good, a large fortune would be better. It is time to send your army of miner’s to stake out more claims, whether by claiming the spot or taking it by force. Just plant your damn flag on it.
Special Rules: The person with the most Fortitude gets a +1 to determine who deploys first. Also, breaking an opponent's Fortitude does not end that game. Rather, it grants that player an additional 300 bonus victory points.

Deployment: As per Blood and Glory

Scenario Objectives:
  1. Control a table quarter (1 point).
  2. Break your opponent's Fortitude (1 point).
  3. Control more table quarters than your opponent (1 point).
  4. Control a table quarter on your opponent's half of the board (1 point).


Scenario #5: I Want it All
You have traveled half way around the world, braved dangers while prospecting, dealt with ornery miners and self destructing wizards and amassed a fortune. There is only one thing keeping you from being the most powerful being in the “Great Bay”, and he is standing across from you. Destroy him and his followers.
Special Rules: Your General hates your opponent's General.

Deployment: As per Battleline.

Scenario Objectives:
  1. Your opponent's General is dead (1 point).
  2. You have more "Character Fortitude" at the end of the game than your opponent. Lord level characters are worth 3, hero level characters are worth 2, and champions are worth 1 "Character Fortitude" (1 point). 
  3. Win the game by more than 500 victory points (1 point).
  4. Have a non-fleeing unit in the enemy's deployment zone at the end of the game (1 point).

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