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Meliondor
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« Reply #1 on: April 08, 2009, 01:29:43 AM » |
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Hm, no one seems to want to download something ?
Then I post the missions here normally. On the download you will find pictures for deployment zones of "destroy the temple" and "Burn down the village!"
Mission 1: Devils Tarot:
Table: 48*48 Deployment zone: 10 on opposing sides of the table Special: Nothing Victory condition:: Each player draws 3 of his character cards. One is his king, one his jester and one the devil. King: Both player know the characters that are the kings Jester: Only the controlling player knows who his jester is. He writes it down, the jester is revealed at the end of the game. Devil: Only the opposing player knows who the devil is. He writes it down, the devil is revealed at the end of the game
King, jester and devil give 50 extra victory points, if they are killed.
Game time: 8 rounds or until one side lost every character.
Mission 2: Hostages
Table:: 48*48 Deployment zone: 10 on opposing sides of the table Special: Hostage: Defense 9, armor 0, 12 life, movement 8/12, immune to all status effects. Never counts as friendly or enemy character and is neutral.. A hostage has no action points. He can walk or run for free and can defend for a Gnosis point. Defender: One special ability. 1 action point, reactive: If the hostage is the target of an attack the defender may switch place with the hostage and is the new target of the attack. He may defend normally. As long as the hostage is on the table the defender may not get stealthed. The defender can not use Advance deployment and similar abilities. Victory condition: Each player gets 2 hostages. Each player declares two of his characters to defenders for one of his hostages (1 per hostage). The hostage is activated if the character is activated. If the defender dies his card remains in play and activates the hostage. Then each player tries to move his hostages over the opposing side of the table.
The first rescued hostage gives 100 victory points, each other rescued hostage 50. Each killed hostage gives 25 victory points.
Game time: 8 turns or until one player has rescued 2 hostages (or all characters of one player are killed)
Mission 3: Destroy the temple
Table: 48*48 Deployment zone: 10 deployment zones on oppsing sides of the table. Special: 4 Temples: Defense 5, Armor 6, damage accumulating, 20 Life. They are placed 4 before the deployment zones and 12 from the sides of the battle field.. A temple is as big as a gaming card. A model can not enter the temple, but the temple can provide cover. A temple can not be moved and is immune to all status effects. Victory condition: Both players have 2 temples in from of them. They have to defend their temples and destroy the temples on the other side of the table.
Destroying a temple: 100 victory points. If both players dont destroy a temple, then the player who put the most damage on both opposing temples gets 100 victory points.
Game time: 8 rounds or until one player destroyed the 2 opposing temples.
Mission 4: Burn down the village!
Table: 48*48 Deployment zones: Defender: From the middle of the table 5 in both directions. Attacker: On 2 opposing sides 5 Special: Characters with advanced deployment may be placed 8 from their deployment zones instead of 16. A building is exactly as big as a playing card. 3 buildings are placed in the middle of the table. One exactly in the middle and 2 12 from the sides of the battle field. The attacker declares 2 characters to torch-carriers and writes them down (they are not revealed at the beginning of the game) Victory condition: The attacker tries to burn down the buildings, the defender tries to defend them.
To start a fire on a not-burning building a torch-carrier in btb-contact with the building must spend an action point, then one burning marker is put on the house. This is an offensive action, the torch-carrier is then revealed.
Characters on a burning house may spend an action point to put a burning marker on a house or to remove one from a house. A character may not spend more than 2 action points for these actions per turn.
At the beginning of each round a burning marker is put on each burning house. If a house then has more than 5 burning markers on it, it is burned down and cant be saved any more. It is removed from the game.
At least in turn 3 the torch-carriers are revealed. If a torch carrier dies a torch-marker is put on the place where the character died. A character controlled by the attacking player who walks over this marker (no run or charge) may spend an action point to get the torch and become a new torch-carrier.
House burned down: 100 VPs for the attacker. House not burning at the end of the game: 100 VPs for the defender. House burning at the end of the game: 10 VPs per burning marker on the house for the attacker.
Game time: 8 Rounds or until all houses are burned down.
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