Tuesday, October 18, 2011

Scenario Reference

An explanation of what terms mean:

Own: Models listed, or created by effects, within a player’s fielded army list.
Control: The rules for control vary depending on the scenario and the type of scoring area (zone or flag) used. Ignore inert warjacks, wild warbeasts, fleeing models and models that you own that are under the control of your opponent when checking for control conditions.
Contest: A player must own at least one model within a scoring area in order to contest that area or within 4” of a flag to contest that flag. Inert warjacks, wild warbeasts, and fleeing models cannot contest.
Zone: Also called a “scoring area.” A region of the game table defined within the scenario rules. Players seek to “control” these zones or “contest” a zone so that an opponent does not control that zone. A player controls a zone if he owns one or more models within the zone and the opponent has no models within the same zone.
There are no additional requirements for warcasters, warlocks, warjacks, or warbeasts. For a unit to control a zone the unit must contain 50% or more of its starting number (rounding up) and all remaining models must be within the same zone. For a solo to control a zone, it must have an army point cost of 1 or more. For solo choices that consist of multiple models, divide the cost of the solo choice by the number of models to see if each model is worth at least 1 point. For multiple model solo choices to control a zone the choice must contain 50% or more of its starting number of models (rounding up) and all remaining models must be within the same zone.
Flag (40 mm base): All flags are models with the following qualities:


  • Cannot be targeted, damaged, moved, placed, or removed from play
  • Incorporeal, stationary, medium-based models
  • Immune to all in-game effects; do not activate

A player controls a flag if he owns one or more models B2B with the flag and the opponent has no models within 4˝ of that flag. There are no additional requirements for warcasters, warlocks, warjacks, or warbeasts.
If the B2B model is a member of a unit, the unit must contain 50% or more of its starting number (rounding up) and all remaining models must also be within 4˝ of the flag. If the B2B model is a solo it must have an army point cost of 1 or more. For solo choices that consist of multiple models, divide the cost of the solo choice by the number of models to see if each model is worth at least 1 point. For multiple model solo choices to control a flag the choice must contain 50% or more of its starting number of models (rounding up) and all remaining models must also be within 4˝ of the flag.
Objective (50 mm base): Some scenarios will add additional qualities to objectives or contradict these properties; in those cases the scenario takes precedence. All objectives are models with the following qualities:

  • Cannot be targeted by attacks or damaged on the first round
  • Non-living, non-warrior, stationary, large-based models
  • Friendly model to all other models
  • DEF 5/ARM 20/Damage: 15
  • 360 degree front arc
  • May be moved by throws, slams, pushes, etc.
  • Cannot be placed, knocked down, or removed from play
  • Cannot channel
  • Do not activate, suffer continuous effects, or suffer collateral damage
Terrain
Do not place obstructions or rough terrain within normal deployment zone areas. This does not apply to Advance Deployment areas.
All terrain pieces must be placed at least 3˝ away from other terrain pieces. This includes terrain pieces granted by Theme Force bonuses. 
Do not place impassable terrain within control zones when playing scenarios that use them.
Note that all other terrain may be placed within the control zones. Terrain can either be set up by an agreed neutral party or each player can take turns placing terrain. Depending on the size of terrain pieces there should be between 4-8 pieces of terrain on the table. All players should agree to the set up of terrain before rolling for deployment.

Deployment
In order to mitigate the initiative advantage of the first player, the deployment zones are
based on turn order.
In standard scenarios the first player has an 8˝ deployment zone (14˝ AD) and the second player has a 10˝ deployment zone (16˝ AD). In radial scenarios the first player has an 18˝ deployment zone (24˝ AD) and the second player has a 20˝ deployment zone (26˝ AD).
The player who chooses to go first chooses his table edge, deploys first, and takes the first turn.

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2 comments:

  1. Ah, now I can actually understand the scenarios.

    Furthermore, this is plagiarism, this (and many of the scenarios) were copied from another source, and you must cite the source. Though now I am being excessively picky, instead of simply pedantic.

    I note that none of the scenarios include "A player wins the game when he has the only remaining warlocks/warcasters in play.". Is that because you know I will crush all your warlocks in the second turn?

    Ok, I'll shutup now :-) .

    ReplyDelete
  2. I thought I had but I am a stupids. The full steamroller package from which I'm picking and choosing is here: http://privateerpress.com/files/Official%20Steamroller%202011%20Rules.pdf

    ReplyDelete