Toiminnot
Sivusto
Tarkoituksena kirjoittaa kaikista skenaarioista tasapuolisia fiksujen match-uppien aikaansaamiseksi.
(:num:)
Jos skenaariossa ei muuta määrätä, vaikuttaa tiimien Warband Rating -erotus seuraavasti:
Terrain Set up normally except place a single objective building (max size 8"x4") in the centre of the map.
Warbands The warband with the lowest number of warriors in it is automatically the defender. If both sides are equal, roll to decide.
The defender is deployed first inside or completely within 6" of the objective building. The attacking warband is then deployed at least 15" from the defending warband models.
Starting the game The attacker has the first turn.
Ending the game If at the start of attacker's turn (after Rout tests) the attacker has more models completely within 4" of the objective building the attacker wins. If at the start of attacker's seventh turn the the defender has more models completely within 4" of the objective building the defender wins. Alternatively, when one of the warbands fails its Rout test the game ends.
Special rules
Experience
Terrain Set up normally.
Warbands Players set up models within 8" of the opposite table edges.
Starting the game The player who did set up first starts the game.
Ending the game When one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.
Special rules
Experience
Terrain Set up normally.
Warbands Players set up models within 8" of the opposite table edges.
Starting the game The player who did set up first starts the game.
Ending the game When one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.
Special rules
Experience
Terrain Set up normally.
Warbands The player with lower warband rating decides who is attacker and defender. The attacker sets up first, within 8" of any table edge. The defender sets up then anywhere on the table but at least 15" away from any attacker.
Starting the game The attacker starts the game.
Ending the game If at the start of the attackers turn (after Rout tests) there are two or more standing warriors from the attacking warband within 2" of the defender's table edge, they have broken through and the attacker wins the game. If at the start of attackers 11th turn there are no standing warriors from attacking warband within 2" of the defender's table edge, the time has ran out and the defender wins. Alternatively, when one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.
Special rules
Experience
Terrain Set up buildings into a single street. Behind the buildings are impassable ruins, although the buildings themselves are still accessible. The only way out is along the street.
Warbands Players set up within 8" of opposite ends of the street.
Starting the game The player who did set up first starts the game.
Ending the game When one of the warbands manages to move three or more models out of the street via the opposing edge, the game ends and that player is victorious.
Special rules
Experience
Terrain Set up normally.
Warbands The player with lower Warband rating decides which warband deploys first. The warband deploying first deploys his entire warband into any one of the table quarters. Then the another warband deploys its models into the opposite table quarter, but not within 14" of enemy models.
Starting the game The both players roll a D6 and the player scoring higher goes first. In case of tie the player with higher normal Iniative of his/her warband leader goes first (reroll if still tied). If the difference of Warband ratings is 50+ the player with lower Warband rating goes automatically first.
Ending the game The battle ends when one warband fails a Rout test. The routing warband loses.
Special rules
Experience
Terrain Set up normally.
Warbands Players set up within 8" of opposing table edges.
Starting the game The player who did set up first starts the game.
Ending the game The player that manages to move the treasure out of the table wins through of his/her own table edge. Alternatively, the battle ends when one warband fails a Rout test. The routing warband loses and the other warband gets the treasure.
Special rules
Experience
Terrain Set up normally, but mark D3+2 buildings closest to the centre of the table to be the objective buildings.
Warbands Players set up within 8" of opposing table edges.
Starting the game The player who did set up first starts the game.
Ending the game The player that controls most buildings at the end of the eight round wins. In case of tie play an additional round. A player controls a building when he has one or more standing models inside the building while there are no enemy models inside the building. If a warband voluntarily Routs the opposing warband is considered controlling all the objective buildings.
Special rules
Experience
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