Punkapocalyptic_Scenarios.pdf

(2848 KB) Pobierz
GAMING TABLE, TERRAIN AND SCENARIOS
Last version: 5/4/2017
The gangs
Point limit
Before determining what Scenario will they play, both players must first choose which gangs will they play with
and the point limit of the game.
Whereas the standard game is played with 500 points per side, players can freely choose to play a small skir-
mish with 350 points each or true pitched fights in the Wasteland with 700 or more points.
Nonetheless, once set this limit can not be surpassed by any meaning. If you are fighting a battle set to 500
points, you can build a gang worth 490 or even 499 points, but never one worth 501 or more.
You have to keep in mind that the Miniatures Limit which can be included in your gang is also restricted by the
Point Limit of the game, as it is explained in Setting Up the Gang (page 4 of the Rulebook).
What does each miniature carry?
Your rival ALWAYS has the right to know, and should be conveniently informed about, the profiles of each and
every of your miniatures, as well as their special rules, capabilities and/or mutations. The equipment of each
combatant should be clearly represented in the miniature, or at least leave no doubt about the weapons, armour
and gear that it’s going to use.
The only secret information during a game will be the number of bullets each miniature has, as well as the in-
clusion of miniatures with the ability to deploy later in the game, such as those with the Special Rule
Infiltration.
Obviously when these miniatures are deployed on the table, your rival will have the right to know their profiles,
equipment and capabilites or mutations, as is the case with the rest of your troops.
The gaming table
Games must be played over a flat surface with a suggested area of 4’ by 4’ feet, whether it is a table, a board, the
floor, etc...
The gaming surface should be filled with scenery elements and obstacles that represent the ruined post-apo-
calyptic world where the action of this game takes place: collapsed houses, old vehicles, rusting factories, pools
of chemical products, rocky formations, crumbling shacks and the like. It is recommended that the table con-
tains a huge amount of scenery elements, so there will be plenty of areas to cover behind and cut lines of sight
and create a balance for both sides between shooting and close combats.
If you don’t have scenery features that faithfully represent these things you can, of course, use any other stuff
such as boxes, cans or whatever you have at hand. Although this process of creating the layout on the table is
a common task between both players, and they are free to set up the battlefield they both like the most to play
in, there are those scenarios that require some kind of specific feature. The scenario description will tell you if
you need one of these special features.
Terrain
After setting up the scenery elements, but before the game begins, both players must agree about the terrain
elements they will play with (which zones are difficult terrain, what kind of cover do they grant, etc.). Some
missions will require the use of some kind of concrete scenery (doors, lifts, or the like), or terrain (tainted
pools, buildings) on the table.
Terrain can be described as follows:
· Cool terrain:
if it is not stated otherwise, this is the default terrain on the table. It is the usual kind of floors,
platforms, soil or corridors, and it has no special rule associated with it.
· Fucked up terrain:
rubble areas, steep slopes, ladders and the like. Miniatures must follow the Movement
through Fucked Up Terrain rules when crossing these areas.
· Really fucked up terrain:
slippery areas, loose rocks, swams and the like. Miniatures must follow the Move-
ment through Really Fucked Up Terrain rules when crossing these areas.
1
· Contaminated terrain:
this terrain is full of toxic gas, radiation or other biohazard risk. Staying in this area is
highly dangerous to those miniatures not equipped with the right gear. A miniature will immediately and per-
manently lose one Toughness point for each Action Turn it ends inside it (if it is not equipped with the proper
protection). If the miniature’s Toughness reaches 0, it will be considered downed.
Deployment zones and miniatures placement
Unless the scenario rules state otherwise, you must follow these generic rules to determine both deployment
zones, that will be set randomly between both players by rolling a die or by any other mean they can possibly
agree upon.
The deployment zone for each player is the area where they must put their miniatures before the battle begins.
Both players deployment zones’ must be on opposite sides of the gaming table, occupying entirely one of the
sides and 12” depth to the center of the table. Each player must choose one of the deployment zones before the
battle begins, or assign them randomly if no agreement is reached.
Miniatures with the least Agility deploy first. When there are miniatures from both sides with the same Agility,
each player rolls 1d10 and the winner chooses whether he or his rival deploy the first miniature. After that,
miniatures will be deployed taking turns between both players until they run out of minis with that Agility
attribute.
Miniatures can only be deployed on a scenery element above ground level if this has and easy means of access,
such as a ladder. Stated in another way, miniatures can not be deployed on scenery elements or places where
they can only get to by Climbing.
Objectives
2
Some scenarios have objectives. Objectives can represent scenery elements which would provide cover and cut
Lines of sight, or not occupying really a physical space (in which case they would not cut Lines of sight, hinder
movement and the like), depending on the type of mission in play. Each mission will specify how objectives
affect the game in terms of covers or Lines of sight.
Objectives can be represented on the table with markers, tokens or the right scenery elements.
To be in control of an objective you must have a miniature touching it. If there are miniatures from both sides
in contact with an objective, they will mandatorily have to be fighting even if they are not phyisically in contact
with each other, and the objective will be temporarily in control of the side which has more minis touching it.
If both sides have the same number of miniatures in contact with an objective, it will count as disputed and
no side will be controlling it. A miniature can’t control two different objectives at once, even if they are close
enough to touch both of them. It must choose which one to control.
Some scenarios state that objectives must be deployed randomly. This means that the players must roll a d10
die for each objective and put it at a distance from the center of the table equal to the die result multiplied by 2”,
being the direction determined by the upper pointy end of the die. It is advised that you just simply let the die
fall, so it has no tendence to point either way. If after making a roll to place an objective this would be too close
to another one to comply with the scenario special rules about the minimum distance between objectives, keep
moving it in the same direction until those rules are met.
This way of placing objectives offers a more random game in which your objectives might be placed anywhe-
re on the battlefield and you must adapt to face each game in a different way, always with the risk of one side
gaining advantage due to sheer luck while dispersing objectives. If you want to try a less random method, each
player can take turns in placing objectives around the table, outside their deployment zone and leaving at least
12” betweeen them and 6” to any table edge.
Scenarios
Each scenario has its own special rules, which will detail the victory conditions. Even so, you have to keep in
mind that if a player has no miniatures left on the table, he will immediately lose the game.
Players will agree beforehand which one will be considered as Player A and which one as Player B, and then
will roll a d10 die in this table to determine the Scenario to be played.
d10
1
2
3
4
5
6
7
8
9
0
Scenario
Both players take turns
kicking their balls, and the
winner chooses a scenario
Toxic effect
Attack!
Bite the bullet
Splash
The lost world
The hunt
The perfect storm
The living daylights
Maximum overdrive
3
TOXIC EFFECT
There is a place in the Wasteland where there seems to be a lot of useful technology, but the problem is that
most of it is in an extremely toxic area and it is gonna take time to drain the contaminated pools. A rival gang
seems to be thinking the same way and they are not willing to share the loot.
Scenery
This scenario needs a quite big contaminated area in the center of the table, measuring about 18”x18”. This area
can be represented by a physical element, like a toxic lake, or just delimited by signals and considered to be full
of lethal gas. Inside this area all rules about Contaminated terrain will apply. Apart from that, scenery should
be set up using the usual rules. Even the contaminated area can include other scenery inside it, it doesn’t need
to be perfectly clear.
Deployment
Duration
Rules
Follow the generic rules for deployment zones and miniatures placement.
The game will last 6 turns.
You have to deploy 9 objective markers.
These objectives will represent the rubble heaps with valuable materials such as tech stuff, weapon pieces, in-
dustrial parts, etc. They will be represented by an appropriate scenery element or a marker. In game terms they
will be considered as scenery elements half the height of a human miniature and which grant an Armour +5
cover.
Each objective must be at least at 12” from any other objective and at least at 6” from the edges of the table. An
objective will be placed in the center of the gaming table (the center of the contaminated area). Each player will
then take turns to put two of them in his deployment zone, and finally another two each at least 2” inside his
side of the contaminated area.
Victory conditions
At the end of each Game Turn, each objective under control of any of the gangs in both deployment zones will
grant 1 Victory Point to such gang, each objective in the contaminated area will grant 2 points and the central
objective will grant 3 points.
At the end of the game the side with the most points will be the winner. If both players get the same points, the
game is a tie.
4
ATTACK!
There comes a moment when all gangs must prove their worth, as respect always keeps greedy claws away from
what it is yours, and weakness is seen in the Wasteland as an open invitation for even the most dumb people to
claim your territory. So sometimes it is required to gather your crew, flex your muscles and dare your rival to
an open brawl on neutral ground. Whether he flees away like a chickarz and loses all his respect, or stands up
like a man and fights back. Then you will teach those rascals why it is not a good idea to covet the things others
have earned with honest violence.
Scenery
Scenery must be placed in the usual way.
Deployment
Duration
Rules
Follow the generic rules for deployment zones and miniatures placement.
The game will last 6 turns.
You have to deploy 6 objective markers.
These objectives will represent the enemy positions to be taken, to punish their weaklings and cast them away
with their tails between their legs.
In this mission those objectives don’t occupy a physical space, so they don’t cut Lines of sight, grant cover or
hinder movement in any way, and they should be indicated with appropriate tokens.
Each objective must be at least at 12” from any other objective and at least at 6” from the edges of the table.
Each player will take turns to put one marker in his own deployment zone, then another one in his rival’s de-
ployment zone, and finally another one each in the central zone.
Victory conditions
At the end of each Game Turn, each objective marker will grant victory points to the side that has it under con-
trol. The objectives in the own deployment zones will grant no points to your gang and 3 to the rival’s. Those in
the center of the table will grant 1 point to the side controlling each one of them.
At the end of the game the side with the most points will be the winner. If both players get the same points, the
game is a tie.
5
Zgłoś jeśli naruszono regulamin