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Too Infinity 2 - 2015 - Déroulement et notation

Le déroulement sera fixe pour la première ronde. Les joueurs s'affronteront dans l'ordre de leur arrivée. Les joueurs seront réparti en deux poules de 4 qui effecturont le même scénario en même temps ( partie 1 : Joueur 1 à 4 sur scénario A, joueur 5 à 8 sur scénario B). A partir de la les deux vainqueurs de chaque poule s'affronteront sur le scénario non-joué à la première partie, les deux perdants s'affronteront également.

La répartition sera faite pour les parties 3 et 4 en fonction des victoires / défaites.

Scénario A :
ANNIHILATION (MID TIER)

MISSION OBJECTIVES
MAIN OBJECTIVES
»»To kill between 75 and 150 enemy Army Points (1 Objective Point).
»»To kill between 151 and 225 enemy Army Points (2 Objective Points).
»»To kill more than 225 enemy Army Points (3 Objective Points).
»»If you have between 75 and 150 surviving Army Points (1 Objective Point).
»»If you have between 151 and 225 surviving Army Points (2 Objective Points).
»»If you have more than 225 surviving Army Points (3 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for each one).

DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

SCENARIO SPECIAL RULES
KILLING
A trooper is considered Killed when enters Dead state, or is in a Null state at the end of the game.
Troopers that have not been deployed on the game table at the end of the game are considered Killed by the adversary.

NO QUARTER
In this scenario, Retreat! rules are not applied.

END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

Scénario B :
COFFIN RAIDERS
MISSION OBJECTIVES
MAIN OBJECTIVES
»»Download the Med-Data Packs from the Tech-Coffins (1 Objective Point for each Med-Data Pack downloaded).
»»Transmit the Med-Data Packs from the Transmission Consoles (1 Objective Point for each Med-Data Pack transmitted).
»»Control more enemy Med-Data Packs than the adversary at the end of the game (1 Objective Point).

CLASSIFIED
»»Each player has 1 Classified Objective (1 Objective Point).

DEPLOYMENT
Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.





EXCLUSION ZONE
Troopers may not use Airborne Deployment, Mechanized Deployment, and Infiltration Special Skills or the deployment rule of the Impersonation Special Skill to deploy inside of an 8 inch area on either side of the central line of the game table.
Exclusion Zone is not applied to Dispersion rules.

SCENARIO SPECIAL RULES
OBJECTIVE ROOM
Placed in the center of the table, it covers an area of 8 by 8 inches. In game terms it is considered to have walls of infinite
height that completely block Line of Fire. It has four Gates, one in the middle of each wall (See map below).
To represent the Objective Room, we recommend using the Objective Room by Micro Art Studio or the Command Bunker by Warsenal.
The Gates of the Objective Room are closed at the start of the game. To open them, a Specialist Troop must be in base contact with one of them, spend one Short Skill and succeed at a WIP Roll. This opens all Gates to the Objective Room.
The Objective Room Gates must be represented by a Narrow Gate Marker or a scenery piece with the same size. The Objective Room Gates have a Narrow Gate Width.

DOWNLOAD THE MED-DATA PACKS
The Med-Data Packs are downloaded from the 4 Tech-Coffins placed in the four corners of the Objective Room. Each Tech-Coffin must be represented by a Tech-Coffin Marker or with a scenery piece of the same diameter (Such as the Stasis Coffins by Warsenal or the Cryo Pods by Customeeple).

To Download a Med-Data Pack it is necessary that a Specialist Troop be in base contact with the Tech-Coffin, spend one Short Skill, or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill, or ARO, and making the roll.
Each player can only get a maximum of 1 Med-Data Pack from each Tech-Coffin.

MED-DATA PACKS
Each miniature can carry a maximum of 1 Med-Data Pack. To denote this, place a SUPPLY BOX Marker, or a similar scenery item (Such as the Tech Crates by Micro Art Studio, the Gang Tie Containers by Bandua Wargames, the Supply Boxes by Warsenal or the Cargo Crates by Customeeple), in base contact with the figure.
The Med-Data Pack Marker must always be kept on the table, even if the miniature which is carrying it passes to a Null state. Any troop can take a Med-Data Pack from the ground, from the hands of a figure in a Null state, or from an allied troop in a Normal state, by entering base to base contact and spending one Short Skill.
Only figures, and not Markers, (Camo, Impersonation, Holoechoes…) can carry the Med-Data Packs.

TRANSMITTING THE MED-DATA PACKS
The Med-Data Packs can be Transmitted using the Transmission Consoles.
There are 4 Transmission Consoles, placed on different halves of the game table, each of them 12 inches from the central line of the table and 8 inches from the edge of the table (See map below). Each Transmission Console must be represented by a Console A Marker or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio, the Tech Consoles and the Communications Array by Warsenal or the
Comlink Console by Customeeple).
To Transmit a Med-Data Pack it is necessary that a Specialist Troop carrying a Med-Data Pack be in base contact with the Transmission Console, spend one Short Skill, or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill, or ARO, and making the roll.

CONTROLLING THE ENEMY
MED-DATA PACKS
Players can steal the Med-Data Packs from their adversary to prevent them from Transmitting the Med-Data Packs. An enemy Med-Data Pack is considered to be Controlled by a player if, at the end of the game, that player has a model, but not a Marker, carrying it. That trooper cannot be in a Null state or in base contact with any enemy figure.

SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers, Forward Observers, Hackers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters or G: Servant models to perform tasks reserved for Specialist
Troops.
A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.

DOCTOR AND PARAMEDIC BONUS
Troops possessing the Doctor or Paramedic Special Skill have a MOD of +3 to the WIP Rolls necessary to Download and Transmit the Med-Data Packs. The MOD provided by this bonus is not stackable with the bonuses provided by Doctor Plus and Akbar Doctor.

END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.
If one of the players starts his active turn in a Retreat! state, the game will end at the end of that Turn.

Scénario C :
EMERGENCY TRANSMISSION
MISSION OBJECTIVES
MAIN OBJECTIVES
»»Have the same amount of Synchronized Consoles as the adversary at the end of the game (2 Objective Points, only if the player has Synchronized at least 1 Console).
»»Have more Synchronized Consoles than the adversary at the end of the game (4 Objective Points).
»»Have connected the Antenna at the end of the game (2 Objective Points).
»»Control the Antenna at the end of the game (2 Objective Points).

CLASSIFIED
»»Each player has 2 Classified Objectives (1 Objective Point each).

DEPLOYMENT
Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.
It is not allowed to deploy in base contact with the Antenna or a Console.

SCENARIO SPECIAL RULES
SYNCHRONIZE THE CONSOLES
There are 6 Consoles. Two of them are placed in the central line of the table, 8 inches from the edge of the table, and the other four placed on different halves of the game table, each of them at 8 inches from the central line of the table and 16 inches from the edge of the table (See map below). The Consoles must be represented by a Console A Marker or with a scenery piece of the same diameter (Such as the Human Consoles by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink Consoles by Customeeple).
To Synchronize a Console it is necessary that a Specialist Troop be in base contact with the Console, spend one Short Skill, or an ARO, and succeed at a Normal WIP-3 Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill, or ARO
and making the roll.
A Synchronized Console can be Synchronized again by another player, applying the same procedure. In such situation,
the Console is no longer considered as Synchronized to the adversary.
Possessed (POS) or Immobilized (IMM) Markers can be used to mark the Synchronized Consoles. It is recommended each player uses a different kind of Marker.

CONNECT THE ANTENNA
There is 1 Antenna placed in the center of the table. The Antenna must be represented by a Transmission Antenna Marker (TRANS. ANTENNA) or with a scenery piece of the same diameter (Such as the Communications Array by Warsenal or the Sat Station Antenna by Customeeple).
The Antenna can only be Connected if at least 2 Consoles have been synchronized previously.
To Connect the Antenna it is necessary that a Specialist Troop be in base contact with the Antenna, spend one Short Skill, or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill, or ARO
and making the roll.
A connected Antenna can be Connected again by other player, applying the same procedure. In such situation, the Antenna is no longer considered as Connected to the adversary.

CONTROL THE ANTENNA
The Antenna is considered Controlled by a player when he is the only one who possesses a Specialist Troop (as a figure, but not as a Marker) in base contact with it. So there cannot be enemy Specialist Troops in base contact with the Antenna. Those models in Null state cannot be counted for this.

SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers, Forward Observers, Hackers, Paramedics and troops possessing the Chain of Command Special Skill are considered Specialist Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters or G: Servant models to perform tasks reserved for Specialist Troops.
A Specialist Trooper with a Disabled Marker can still accomplish the Objectives of this scenario.

ENGINEER BONUS
Troops possessing the Engineer Special Skill have a MOD of +3 to the WIP Rolls necessary to Synchronize the Consoles and to Connect the Antennas.

END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.
If one of the players starts his active turn in a Retreat! state, the game will end at the end of that Turn.


Scénario D :
TRANSMISSION MATRIX
MISSION OBJECTIVES
MAIN OBJECTIVES
»»Dominate the same number of Transmission Areas as the adversary at the end of each Game Round (1 Objective Point, but only if at least 1 Transmission Area is Dominated by the player).
»»Dominate more Transmission Areas than the adversary at the end of each Game Round (2 Objective Points).

CLASSIFIED
»»Each player has 2 Classified Objectives (2 Objective Points each).

DEPLOYMENT
Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep.

SCENARIO SPECIAL RULES
TRANSMISSION AREAS
There are 5 Transmission Areas of 4 inches radius. One is placed at center of the game table. There are two Transmission Areas placed on each side of the game table, 12 inches from the edges and 12 inches from the central line of the game table.
The center of each Transmission Area must be represented by a Transmission Antenna Marker (TRANS. ANTENNA) or by a scenery piece of the same diameter (such as the Communications Array by Warsenal or the Sat Station Antenna by Customeeple). The Transmission Antennas are Repeaters for the Hackers of both players. The Transmission Antennas don’t apply the Firewall MODs.
A Transmission Area is considered Dominated by a player if he has more Army Points than the adversary totally inside the area. Only troops considered as miniatures or Markers (Camouflage, Spawn-Embryo, Seed-Embryo…) count, as well as AI Beacons, Proxies and G: Servant Remotes. Those troops in Null state will not be counted. Those Markers representing weapons or pieces of equipment (Like Mines or Deployable Repeaters), fake Holoechoes and any Marker that does not represent a trooper will not be counted either. Players will consider a trooper totally inside a Transmission Area when the trooper’s entire base is inside that area.

SHASVASTII
Troops possessing the Shasvastii Special Skill placed inside a Transmission Area will always be counted while they are in Normal or Spawn-Embryo states.

BAGGAGE
Troops possessing the Baggage Special Skill placed inside a Transmission Area will also be counted, providing the extra Army Points this Special Skill grants.

END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.
If one of the players starts his active turn in a Retreat! state, the game will end at the end of that Turn.

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