Tuesday, July 3, 2012

NorCon XII Tournament Rules!

The rules are finished and edited. Thanks to DDestroyer of Light in the Grimdark for helping me edit them and playtest them, as well as my other playtesters: Seth, Sky, and Kayla. I can't wait to see you all at NorCon!

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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