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Gaining Force - 13th January, Story Event - Stirling


NoMoreMrNiceKai

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Sorry for such short notice for the rules of this....

Format
The day will consist of 2 Enforcer Brawls, 2 Hardcore Henchman Games and a 50SS Standard Game.

You will pick an enforcer to start. Then, build a hardcore henchman crew around it. Then build a 50SS crew around that. the enforcer must be in each game. The full hardcore henchman crew must be included in your 50SS list.

We will use GG18. However the scoring will be done on VP earned as the enforcer brawls will have multiple people in it. Tables will be allocated randomly on the first round, and then grouped by the league table thereafter.

The 50SS game will be Public Executions, Close Deployment, with Eliminate the Leadership, Dig Their Graves, Undercover Entourage, Show of Force & Take One For the Team

 

Schedule
10:00 - 10:30 Register
11:00 - 11:45 Enforcer Brawl 1
11:45 - 12:00 Break
12:00 - 12:45 Enforcer Brawl 2
12:45 - 13 45 Lunch
13:45 - 14:30 Hardcore Henchman 1
14:30 - 14:45 Break
14:45 - 15:30 Hardcore Henchman 2
15:30 - 15:45 Break
15:45 - 17:45 50SS Game
17:45 - 18:15 Prize Giving

 

Enforcer Brawl Rules
Each player selects one Enforcer and attaches up to one Upgrade to it. The Upgrade must be something the Enforcer could have attached at the start of a normal game considering its Faction(s). (Leader only Upgrades may not be selected, for example.) The Enforcer must be one with a Cost which may be hired (no Coryphee Duets, for example).

The game is played on a standard table. Each player flips a card to determine deployment order; the player who flips highest deploys first, followed by the second highest, etc., until each player has deployed their Enforcer. If two or more players are tied, they reflip amongst themselves. Models may be deployed anywhere on the table which is more than 6” from another model.

Play proceeds for 6 rounds. Each round, all players flip for initiative; the player who flips highest must go first, followed by the second highest, etc. until all players have gone. If two or more players are tied, they reflip amongst
themselves. If a model receives Reactivate, it receives a second Activation at initiative -1 (if multiple models Reactivate, they flip to determine which goes first).

Before the game, assign a suit (R, t, etc.) to each table edge. On a player’s initiative, if they have no models in play or buried, they must flip a card which may not be cheated (reflipping jokers). The player places a new copy of the
model they chose at the start of the Brawl (including its Upgrade) within 6” of the board edge corresponding to the suit flipped and then proceeds with their Activation as normal.

Enforcer Brawl Restrictions
 * Players have a hand of 4 cards, instead of the usual 6.
 * Any Actions, Abilities, or Triggers which summon models are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model).
 * When a model is buried, it may choose to be sacrificed instead (in which case it counts as sacrificed by the model which forced it to become buried).

Enforcer Brawl Scoring
At the end of 6 Turns, the player with the highest Victory Points wins. Players score VP in the following manner
 * 3 VP for each opposing model killed or sacrificed. A player scores 4 VP instead if the model they killed or sacrificed had a higher Soulstone Cost (including the cost of Upgrades) than their model did.
 * 1 VP for dealing 1 or more damage to an undamaged enemy (this may stack with killing the model). A player scores 2 VP instead if the model they damaged had a higher Soulstone Cost (including the cost of Upgrades) than their model did.
 * -3 VP for each time the player’s model was killed or sacrificed.
 * Players can not go below 0 VP.

 

Hardcore Henchman Restrictions
 * All Crews must be led by a Henchman, not a Master.
 * The game size is 20 Soulstones.
 * All Crews must contain exactly 4 models, no more, no less.
 * Upgrades may be purchased, as allowed by the standard rules of Malifaux.
 * The size of a Crew’s Soulstone Pool is limited by the Cache of the Henchman leading it; any Soulstones above this amount are discarded.
 * Any Actions, Abilities, or Triggers which summon models are considered to be “blank” (they may not be used and have no effect on the game, as if they were not printed on the model).
 * Only one Scheme will be available.
 * The same Crew must be used in each round of the event.

Hardcore Henchman Set Up
 * Deployment: Close.
 * Strategy: Hardcore Extraction. This Strategy uses the Extraction rules (GG18 pg. 16) with the exception that VP may be scored on the first Turn.
 * Scheme Pool: Eliminate the Leadership (GG18 pg. 12). This is the only Scheme available and it must always be taken.

 

Common Ground Games
40 Cowane Street
Stirling
FK8 1JR

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