Please feel free to contact me by posting a comment below if you want to reserve a seat at the tournament early.
NorCon XII Infinity Tournament
Welcome to
the NorCon XII official Infinity Tournament!
This
tournament is an official Corvus Belli event, and winners will gain points
towards their place on the Infinity International ranking boards. For more
information on the Global Infinity Tournament System (ITS), or to check
rankings, visit www.infinitythegame.com/infinity/en/its/.
The
tournament is a standard Swiss-system tournament with a twist. Like other Swiss-system
tournaments, each round players will be paired off with each other at random,
and assigned a random table to play on. Players will earn victory points based
on their performance, and the player with the most victory points will be
declared the winner. As in other Swiss-system tournaments, not every player
will face every other opponent because of the limits of time.
The twist is
that each table has been pre-setup by the tournament organizers to represent a
different combat scenario. Each table has a different combat objective based on
the terrain used, and each table favors widely different combat tactics.
The
tournament organizers will make an effort each round to make sure that players
do not face the same opponent more than once, or play on the same table more
than once. Depending on the number of players the tournament will run for
either 3 or 4 rounds, with each round lasting approximately 60 minutes. Between
each round there will be a 15 minute break while players adjust their armies
and are assigned new opponents and tables.
Player’s
earn victory points for each battle as described in the individual scenario
rules. If there is an odd number of players, one player will be randomly
selected each round to get a bye. The player with the bye will automatically
earn 2 victory points, and then advance to the next round. No player will be
allowed to get a bye more than once during the tournament, so that each player
can participate in the maximum number of battles.
Because each
round of the tournament is limited to 60 minutes, players must complete their
moves quickly. Players only have 10 minutes to complete each active phase, if
they take longer than this then their active phase immediately ends at the end
of their current order, and control is passed to the other player.
Battles will
last for the allotted 60 minutes, or until each player has had 6 active phases,
whichever comes first.
ARMY LISTS
Armies for
the tournament must be 250 points with 5 SWC, and players must use the same
army list throughout the tournament. However, because of the widely varying
combat scenarios, players will also have access to a 50 point sidebar. This
sidebar can contain an unlimited SWC, and can contain any models that a player
can legally use in his army. Between tournament rounds a player can swap models
from his main army list with models from his sidebar to change his army’s
tactics in preparation for different scenarios. However a player decides to
change his list the force that he creates must still be within the 250 point
and 5 SWC limits.
DECEPTION
All players
must have a copy of their army list, at minimum a hand written list of their
models and points costs, which they can turn into the tournament organizers
before the start of the event. Players must be willing to show their army list
to their opponent at the end of each battle, if asked. Preferably, the
organizers would like an army list printed out using the free Army Builder from
the infinitythegame.com website.
Players must
be willing to tell their opponent exactly what a model on the table represents,
and how they are equipped. Secret information, such as hidden deployment and
lieutenants, does not need to be revealed until a player chooses to.
CONVERSIONS
Conversions
and proxies are welcome in Infinity, especially considering how many models
have not been released yet. Any model can be used for a conversion, but models
must be WYSIWYG (what you see is what you get), meaning they must be modeled
with proper weapons and equipment. Players must tell their opponents what their
models represent if they are a conversion or proxy before the start of each
game. Maghariba Guard models must be mounted on a 60mm or larger round base.
PLAYER’S
CHOICE
At the end of
the tournament players will get a chance to vote for their favorite army.
Voting should be based on the best painted army, with the best converted and
most WYSIWYG models, as well as the most sportsmanlike player. There will be a
special prize for the player who wins the most votes.
NorCon XII Infinity Tournament
Scenarios
Table 1- Hostile Extraction
Theater- Seaview
Apartments, Quezon City, Phillipine Islands, Pan Oceanian Territory, Earth
Capture and extract civilian
dissident.
4’ x 4’
modern apartment complex. Moderate fields of fire and cover, several large
buildings, multiple elevations.
Table 2- Boarding Action
Theater- Space
Battle, near the wreckage of Orbital Haigui-9, Human Edge System
Board and capture enemy starship by
hacking into enemy security terminal.
3’ x 3’
starship interior. Extremely tight quarters and narrow lanes of fire, dense
cover, zero-g zones.
Table 3- Secure Area
Theater- Abandoned
Town, Taba Region, Bourak
Repel enemy forces and provide
security before the arrival of friendly science team.
4’ x 4’
desert ghost town. Wide open fields of fire, sparse cover, small buildings and
walls, light ruins.
Table 4- Secure LZ
Theater- Matr
Spaceport Warehouse Offices, Matr City, Ariadna, Dawn
Seize control of landing zone for
friendly extraction force.
4’ x 4’
industrial shipping yard. Night fighting, interior and exterior areas,
plentiful cover, close quarters.
Table 5- Defend Area
Theater- Yomoto
Concentration Town, Japanese Territory, Shentang, Yu Jing
Defend civilian territory against
enemy incursion.
4’ x 4’
rural Japanese town. Moderate cover, some difficult terrain, minimal
complications.
Table 6- Search and Rescue
Theater- Beach
near Grand Mahayma Resort, Streisau, Paradiso
Locate and secure vital intelligence
from crash site.
4’ x 4’
tropical beach. Table-wide areas of difficult terrain, open firing lanes,
sparse cover.
NorCon XII Infinity Tournament
Scenario:
Hostile Extraction
Story: The Philippine islands on Earth have
changed hands many times throughout human history, but have always remained
fiercely proud and independent throughout. Even today, as a Pan Oceania
protectorate, they still maintain their own language and culture as well as an
independent government.
Among these people a hacker of
rare talent has emerged who has launched successful attacks against several of
the major powers of the Human Sphere. Despite the potential damage and chaos
this hacker has inflicted, he has impressed the super-powers with his talent. Two
armies have rushed covert teams to the islands to track and retrieve this
Hacker.
Objective: This scenario uses the Civilian
rules on page 148 of the Human Sphere rulebook. There will be a civilian marker
placed on the top floor of one apartment building near the center of the table.
The objective of the battle is to synchronize one of your fighters with the
civilian counter, and then lead the civilian off the table.
Special Rules:
Civilian- It
is unknown whether the civilian will come along peacefully or attempt to fight
back when a soldier tries to apprehend him. Each time a soldier attempts to
synchronize the civilian, make a new roll on the random Civvies Encounter
Chart. The civilian may switch from being Hostile to Neutral at any time, but
once he is synchronized to a model he will remain that way until the model he
is following is killed.
No soldier on either side can deliberately target the
civilian with any attacks that might kill him. This includes template attacks
that might accidentally hit the civilian. Effectively this allows an
unscrupulous soldier to use the civilian as a human shield against template
attacks.
Deployment-
All deployment rules work as normal, with one exception. No models can be
deployed on or inside of the building that contains the objective civilian.
Doors &
Windows- All doors start out closed and all windows start out open. A model can
open or close any door or window by using the Open/Close short movement skill,
as normal. Models with the Engineer skill can lock or jam any door or window
(or unlock and unjam), as described in the Engineer skill. All of the doors and
windows on this table are considered simple mechanical locks, and cannot be
affected by Hackers.
Breeching-
Doors and windows can all be breeched on this table. Doors and windows on this table
have an ARM of 3 and 1 STR point, and, as normal, can only be damaged by EXP or
DA attacks.
Trap Doors-
the doors leading between floors for this scenario are only used on the top
floor to access the roof of each building. The trap doors between floors cannot
be opened or used in any way. The rooftop trap doors follow the same rules as
all other doors.
Destroying
Terrain- No buildings or the parts of any buildings are allowed to be destroyed
on this table, because the risk of collateral damage and accidental harm to the
objective is too great.
Victory Conditions:
The battle
can end one of several ways:
If a model
leads the civilian off of any table edge his army is declared the victor, even
if they were already in Retreat condition. This is a complete victory, and the
winner earns 4 victory points. The loser gets 1 victory point.
If one army
completely eliminates the other army or drives them off the table, while synchronized
with the civilian marker, this is also considered a complete victory. The
winner earns 4 points, and the loser only gets 1 victory point.
If one army
completely eliminates the other or drives them off the table, but neither army
controls the civilian, this is considered a partial victory. As soon as the
fighting stops the hacker escapes, but leaves behind all of his files and
equipment. The victor gets 3 victory points, and the loser gains 1 point.
If one side
accidentally kills the civilian in any way, such as with a template weapon that
has scattered off target, they immediately lose. This only counts as a partial
victory for the winner, who earns 3 victory points. The loser earns 1 point.
Keep in mind that the civilian cannot be deliberately targeted in any way, this
outcome can only be achieved accidentally.
If the time
limit for the tournament round is reached, and one army is in retreat
condition, they are considered the loser. If the time limit is reached this is
only considered a partial victory for the winner, regardless of whether or not
they control the civilian, and the winner earns 3 victory points. The loser
gets 1 victory point.
If the time
limit is reached, and neither army is in retreat condition (or both are), the
battle is considered a draw. Regardless of whether one army controls the
civilian, both armies gain 2 victory points.
NorCon XII Infinity Tournament
Scenario: Boarding
Action
Story: The
Human Edge system lies at the extreme end of Human occupied space. This dead
system is host to a massive field of asteroids rich with metal resources. This
was also the site of the most intense space battles during the neo-colonial
wars, resulting in many wrecked hulls filled with valuable salvage.
The powers of the Galaxy now
struggle to collect what resources they can from the asteroids of Human Edge,
as well as salvage and technology from the remains of ruined ships. Two ships
from different factions have engaged in battle while pursuing these resources,
and are now locked in a deadly boarding action. Elite warriors from each crew
are attempting to cross into the enemy ship to lock down their security and
seize control.
Objective: In the center of each player’s
deployment zone is a security terminal. The objective is to reach your
opponent’s security terminal and lock down their ship, which will prevent them
from moving their security forces around the ship and allow you to begin taking
over. This objective can be taken in one of two ways: 1) If one of your Hackers,
or a model with a Repeater, comes within 8” of the enemy security terminal, and
has line of sight to it, your Hacker can override the security controls with a
successful WIP roll. 2) If any other fighter in your army gets into
base-to-base contact with the enemy’s security terminal he can override it with
a successful WIP roll with a -3 modifier.
The other
objective of the scenario is simple: force your enemy to retreat.
Special Rules:
Deployment:
Because of the small size of this table, deployment zones are limited to 6
inches. All deployment skills work as normal, except that no model can start
the battle inside of the enemy ship. Infiltrators, models with Mechanical
Deployment, and any other models with special deployment rules, may start
inside of the airlocks joining the two ships, but cannot deploy beyond that
point.
Aerial
Deployment: In this scenario no models can make use of Aerial Deployment (or
any other skill that would allow them to enter from a table edge after the
start of the battle), unless they have an AD/Zero-g skill. A model with any
AD/Zero-g skill can use that skill as normal; this represents them breeching
the hull of the enemy ship using Assault craft, EVA suits, or other advanced
techniques.
Walls: The
terrain on this table represents the interior of a starship. Above each wall
there is an invisible ceiling keeping the atmosphere of the ship inside, so it
is impossible to climb over any walls. It is equally impossible to make
speculative attacks over these walls, leap over them using super jump, or any
other such actions. It should be easy to determine what is or is not a wall,
but if there is any confusion please ask a tournament organizer for
clarification. In general, any terrain element that is 1/2“ thick and 2 inches
high is a wall, and cannot be climbed over, while anything less than 2 inches
high is not a wall.
Doors: There are two main types of
doors on the table. Normal doors are one inch wide, while Cargo doors are two
inches wide. Any model on a 25mm base can pass through normal doors, even if
their base does not fit through the door, as long as there is enough room for
the model on the other side of the door. TAGs and models on bases larger than
40mm cannot pass through normal doors.
All
doors start out open at the beginning of the battle, but can be closed at any
time by using a normal Open/Close short movement skill. In addition, Engineers
and Hackers can lock and jam (or unlock and unjam) doors by making a WIP roll
as described in the rule book. These doors are considered complex, and apply a
-3 modifier to anyone attempting to lock or unlock them.
Mark closed doors with a counter
so that both players know which doors are open or closed. Line of sight can no
longer be drawn through closed doors.
Airlocks:
There is a special type of door on the table that follows different rules than
other doors. There are 5 sets of airlocks on the table, 3 of which connect the
two ships, and two of which open into the empty space between the two ships.
Airlock doors are always considered closed, and cannot be opened, locked,
breeched, or altered in any way. To pass through an airlock a model must move
into base contact with it and then perform a special Open/Close short movement
skill. When a model performs this skill immediately move it from one side of
the door directly to the other side.
Zero-g:
Normally models cannot move anywhere outside or off of the tiles representing
the table without being removed from the game. However, the two areas between
the airlocks connecting the ships can be moved through, but are considered
Zero-g areas. In addition, these areas are open to the empty vacuum of space, and
any model entering this area without the correct skills is killed instantly.
Models with Zero-g, Multiterrain, or AD/Zero-g can survive in this space, and
can move through it as if it were difficult terrain. This allows models with
these skills to use the exterior airlocks to travel between ships in ways that
may catch the enemy unawares.
Breeching: The
doors on this table are designed to double as reinforced bulkheads, and are
difficult to breech. They are considered ARM 5 and have 2 STR points. As
normal, only EXP and DA attacks can affect terrain. Airlock doors cannot be
breeched, to attempt to do so would also breech the hull and kill everyone.
Destroying
Terrain: No terrain elements on this ship can be destroyed, to do so would risk
breeching the hull of the ship and killing everyone on board.
Victory Conditions:
The battle
ends immediately as soon as one army has overridden the enemy’s security
terminal, AND put the enemy army into Retreat condition. The army that has
achieved both of these conditions is considered the winner. The battle ends
immediately after 6 full rounds or when the time limit for the tournament round
is reached.
If one
player achieves both of these conditions, and his opponent has achieved neither
by the end of the battle, this is considered a complete victory. The winner
gets 4 victory points and the loser gets 1.
If one
player achieves both victory conditions, but his opponent has also achieved one
of his objectives, this is only considered a partial victory. The winner gets 3
victory points and the loser gets 1.
If one
player achieves only one victory objective, and his opponent has achieved
neither, this is also considered a partial victory. The winner gets 3 victory
points and the loser gets 1.
If both
players achieve the same number of victory conditions, or none at all, the
battle is considered a draw. Both players get 2 victory points.
NorCon XII Infinity Tournament
Scenario: Secure
Area
Story: The
planet Bourak was settled by Haqqislamic colonists following a vision sent by
their prophet. Although it is finally a world they can call their own, free
from interference by infidels, it is a harsh world. In some regions, like Taba,
it is a constant struggle to survive.
Near the edge of the Taba region
there is a small abandoned town that the desert has begun to reclaim. However,
this town hides a secret. According to recent intelligence, there is a
decommissioned Haqqislam research station in a cave somewhere beneath the town.
Two different factions have both received this intelligence, and deployed small
covert teams to secure the area in hopes of finding this research station and
stealing any secrets left behind.
Objective: Take control of the table and make
sure that no witnesses live to tell the tale.
Special Rules:
Deployment:
All deployment rules are normal.
Doors: All
of the doors on intact buildings start out open. A model can open or close any
door by using the Open/Close short movement skill, as normal. Models with the
Engineer skill can lock or jam any door (or unlock and unjam), as described in
the Engineer skill. All of the doors and windows on this table are considered
simple mechanical locks, and cannot be affected by Hackers. Mark closed doors
with a counter so that both players know which doors are open or closed. Line
of sight can no longer be drawn through closed doors.
Breeching:
Any doors can be breeched. All doors have an ARM of 1 and 1 STR point. As
always, terrain can only be damaged by EXP or DA attacks.
Destroying
Terrain: Most of the terrain on this table can be destroyed. Buildings have an
ARM of 8 and 4 STR points, while wall sections have an ARM of 8 and 3 STR
points. Terrain can only be damaged by EXP or DA attacks. When a building is
destroyed remove it from the table and replace it with any other flat terrain piece
to represent an area of difficult “Stony Desert” terrain. When a section of
wall is destroyed simply remove it from the table. Smaller terrain elements
cannot be destroyed.
If a model is inside of a
building when it is destroyed they must immediately make an ARM roll against
the DMG of the weapon that destroyed the building. This is a single ARM roll,
and does not take into account any special ammunition effects used by the
weapon that destroyed the building. If the model survives place it on top of the
difficult terrain that replaces the building in the same spot where it had been
positioned before the building came down. If the model was on top of a building
that was destroyed it must make the same ARM roll, plus an additional ARM roll
for falling damage depending on how high up the model was when the building was
destroyed. If the model survives, it is placed prone on the difficult terrain
directly below where it would have been before the building was destroyed.
Victory Conditions:
This
scenario is determined by Victory Points. The battle ends when one side is
forced into Retreat Condition and completely flees the table, or when one side
is utterly destroyed. The battle also ends after 6 full rounds have been
completed, or when the time limit for the tournament round is reached.
The winner
is the player who has scored more victory points.
If the
winner earns 30% more victory points than the loser, this is considered a
complete victory. The winner gets 4 victory points, and the loser gets 1
victory point.
If the
winner takes victory with a smaller margin then this is only considered a
partial victory. The winner gets 3 victory points and the loser gets 1 victory
point.
If both
sides earn the exact same number of victory points, this is considered a draw.
In this case both players earn 2 victory points.
NorCon XII Infinity Tournament
Scenario: Secure
LZ
Story: Most of
the powers of the Human Sphere look down on the people of Ariadna, and consider
them brutes and savages. Some of the super-powers, particularly Pan Oceania and
Yu Jing, consider Ariadna to be little more than a rebellious colony and feel
that they are within their rights to take whatever they want from Dawn whenever
they want.
Such is the case with trade goods piling up at the star port
of Matr. Within Matr cargo containers are gathered for transshipment to the
rest of the Human Sphere, loaded with valuable commodities like Teseum ingots
and rare organic materials. Two black ops teams have been sent by their
governments to either secure a landing zone within the cargo yards of Matr for
an extraction force, or prevent the same.
Objective: Take control of the table and make
sure that no witnesses live to tell the tale.
Special Rules:
Deployment:
All deployment rules are normal.
Night
Fighting: This raid takes place at night. All exterior areas on the map are
considered low visibility. Any BS skill attack whose line of sight crosses an
exterior zone suffers a -3 penalty. Any skills or equipment that negates low
visibility, such as Multispectral visors, negate this penalty as normal.
Spotlights:
Several of the buildings on this table are outfitted with high intensity
spotlights. Any model in base contact with one of these spotlights may activate
it with a special Short Attack Skill. A spotlight can target any area in the
spotlight’s front 180 degree facing that is within line of sight of the
spotlight. Place a circular template at the point targeted by the spotlight.
Any model that is both under the template, and has line of sight from the
spotlight, is illuminated. BS Skill attacks that target an illuminated model do
not suffer from any low visibility penalties.
Destroying
Terrain: Most of the terrain on the table cannot be destroyed since it would
risk destroying valuable cargo. Chain link fences and Spotlights can be
destroyed, however. Fences have an ARM of 10 and 1 STR point, and can only be
damaged by DA and EXP ammo. When a fence is destroyed it is removed from the
table. Spotlights have an ARM of 1 and 1 STR point, but are made of tough
materials that deflect small arms fire; like most terrain elements, Spotlights
can only be destroyed by DA and EXP ammo. Place a counter next to destroyed
spotlights to mark them.
Victory Conditions:
This
scenario is determined by Victory Points. The battle ends when one side is
forced into Retreat Condition and completely flees the table, or when one side
is utterly destroyed. The battle also ends after 6 full rounds have been
completed, or when the time limit for the tournament round is reached.
The winner
is the player who has scored more victory points.
If the
winner earns 30% more victory points than the loser, this is considered a
complete victory. The winner gets 4 victory points, and the loser gets 1
victory point.
If the
winner takes victory with a smaller margin then this is only considered a
partial victory. The winner gets 3 victory points and the loser gets 1 victory
point.
If both
sides earn the exact same number of victory points, this is considered a draw.
In this case both players earn 2 victory points.
NorCon XII Infinity Tournament
Scenario: Defend
Area
Story: The Japanese
people have always been belittled and exploited by their Yu Jing conquerors,
and their people have been forced to learn to live without the aid of the government.
In the small and isolated town of Yomoto, on the Yu Jing colony world of Yutang,
a clan of Japanese laborers have been forced together and ignored by the
StateEmpire.
But
now, a foreign power has moved into the town and intends to steal the town’s
resources for their own purposes. Out of desperation, and ignored by the
StateEmpire, the downtrodden Japanese must find allies anywhere they can. They
townsfolk have sent out a desperate messenger to hire any mercenary company or
foreign power they can find to defend their village, and now those two forces
are about to come into direct conflict.
Objective: The objectives for both armies are to secure the town and
force the enemy to withdraw.
Special Rules:
Deployment-
All deployment rules work as normal, with one exception: No models can be
deployed on top of or within 4 inches of the granary.
Rice Fields-
The townsfolk are farmers, and maintain large fields of rice patties, some of
which are quite close to the town. These fields are considered very difficult
swamp Aquatic terrain.
Doors &
Windows- All doors start out closed and all windows start out open. A model can
open or close any door or window by using the Open/Close short movement skill,
as normal. All of the doors and windows in the village are simple sliding
panels made of thin wood and paper, and cannot be locked or jammed.
Victory Conditions:
This
scenario is determined by Victory Points. The battle ends when one side is
forced into Retreat Condition and completely flees the table, or when one side
is utterly destroyed. The battle also ends after 6 full rounds have been
completed, or when the time limit for the tournament round is reached.
The winner
is the player who has scored more victory points.
If the
winner earns 30% more victory points than the loser, this is considered a
complete victory. The winner gets 4 victory points, and the loser gets 1
victory point.
If the
winner takes victory with a smaller margin then this is only considered a
partial victory. The winner gets 3 victory points and the loser gets 1 victory
point.
If both
sides earn the exact same number of victory points, this is considered a draw.
In this case both players earn 2 victory points.
NorCon XII Infinity Tournament
Scenario: Search
and Rescue
Story: The
greatest fighting of the modern age takes place on the jungle world of
Paradiso. Originally this was intended to be a paradise for humanity, filled
with lush jungles and beautiful beach resorts. But the Combined laid an
intricate trap for the people of the Human Sphere, which has led to incessant
fighting between all of the factions of the Human Sphere.
An
aircraft carrying vital military intelligence was shot down by Combined
anti-air emplacements and crashed on a beach near a resort that was under
construction. Two different factions nearby have sensed the opportunity to gain
an advantage, and have mobilized Special Forces teams to retrieve the crashed
ship’s vital cargo.
Objective: Both armies need to secure the main three pieces of wreckage
and force the enemy to withdraw.
Special Rules:
Deployment-
All deployment rules work as normal, with one exception: No models can be
deployed within 4 inches of the three objective markers.
Ocean- the Ocean
waves washing up on the shore are divided into two parts. The dark blue area
near the edge of the table is considered impassable Aquatic terrain. The
lighter blue area near the shore line is considered difficult Aquatic terrain.
Beach- The
yellow center portion of the table is considered difficult Desert terrain.
Jungle- The
green part of the table is considered very difficult Jungle terrain. This area
is also considered low visibility, and imposes a -3 penalty to any BS Skill
attacks that cross it, unless a model has a skill or equipment that negates
this penalty. The jungle area also contains several trees, large bushes, and
boulders that can be used as cover. These terrain elements do not represent all
of the plants in the jungle, just the plants that are large enough to be used
as cover. If all of the plants were properly represented there would be no
place to put any models.
Wreckage and
Boulders- Near the middle of the table are several spots made up of large
boulders and wreckage from the crashed aircraft. It is in among these boulders
that the objective markers can be found. These areas are considered difficult
Mountain terrain, and any boulders large enough to partially block line of
sight can also be used as cover.
Victory Conditions:
The battle
ends immediately as soon as one army has been put in Retreat Condition and
forced to flee the table or after one army is completely destroyed. The battle
also ends immediately after 6 full rounds or when the time limit for the
tournament round is reached. If the battle ends and neither side has been
completely destroyed or forced off the table, then the victor is determined by
the army that holds the greater number of objectives. Even if one army is in
Retreat Condition and the other is not, the victor is still determined solely
by objective markers.
At the end
of the battle, if the winning army has a model within 2 inches of all three
objective markers, this is considered a complete victory. The winner gets 4
victory points and the loser gets 1.
At the end
of the battle, if the winner does not hold all three objectives, this is only
considered a partial victory. The winner gets 3 victory points and the loser
gets 1.
At the end
of the battle, if both players hold the same number of objectives, or no
objectives, the battle is considered a draw. Both players get 2 victory points.
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