Monday, February 23, 2015

Hot Pursuit: Mission Monday

Savnock on the Infinity Forums is playtesting a new Scenario and I thought it was neat. I played a lot of Road Rage when I was younger, so this Scenario speaks to me.  Please give it a whirl and give Savnock some feedback in his thread. Personally, I requested people test out Antipodes 'cause Ariadna needs to get in the game. Without more ado, here's Hot Pursuit:
Hot Pursuit simulates a 1980 scrolling-screen motorcycle race games. It is a mission/mod for the Infinity miniatures game, taking the excellent rules of that system and adapting them for fun, fast races/battles between opposing motorcycle gangs. As the models zoom forwards, board sections will be removed behind them and placed at the head of the board: those who lag behind get left in the dust. May the fastest and baddest riders win!

Gang Rumble: Forces
  • For basic games of Hot Pursuit, forces consist of 75 points and 1.5 SWC of motorcycle-mounted units, max 3 models. This is the recommended point limit for beginning games and multiplayer games (up to four players may play on one board without too much crowding).
  • For a full-on rumble between two players, forces may consist of 150 points and 3 SWC, max 8 models.
  • Bounty Hunters mounted on motorcycles may be added to any force: They are 20 points with motorcycle automatically included, and can still roll on Booty L1 chart. They are Impetuous.
  • Every model gets +2 Wounds to their profile (they've been using something). For most bikers this means 3 Wounds per model (with Dogged or NWI on top of that for some riders).
  • All units have 360-degree LoF. Good riders keep one eye on the guy behind them at all times. [I'm still thinking about this rule: it looks cooler to have all bikes facing forwards, but might also make AROs way more powerful. Playtest appreciated.
Vrroooom: Orders
  • No Lt. or Lt. order, no command tokens (which also means no coordinated orders).
  • Each player receives one extra Regular order to their order pool (so 4 Regular orders for most Aragoto teams, 4 Irregular and one Regular for many Kum builds).
  • For 150-point games, each player receives two extra orders to their order pool.
  • Impetuous moves are made towards the top board-edge by the most direct route. You may not move through opposing models.
Drive-By: Attack options
  • No speculative fire orders (you're moving too fast).
  • To represent ride-by sword-swipes, models may engage in CC, but on subsequent turns they are not considered locked in CC and can automatically disengage in with a simple Move order (although they will probably also want to Dodge as well to avoid the enemy CCing them as they escape).
Aiiiiirrrboooorrre!: Jumping
  • Jumping your bike off ramps over buildings and other hazards is one of the ways you win the match, so the Jumping rules are slightly modified for this mission.
  • You may Jump as a long skill as normal, which will go your entire first-move distance.
  • You may also Jump as a short move skill, in addition to another short Move skill. The distance for a short-skill Jump is half your first move skill.
  • In either case, you must make a PH check when you jump or fail the jump. Failed jumps don't do falling damage, but result in falling off your bike. The rider is automatically dismounted at the point where the jump ended and placed in contact with the bike. They may remount as a short move skill.
The Raceway: Special board rules
  • Scrolling Mode: This scenario simulates an 80s-style "scrolling mode" motorcycle-race videogame. The board "rolls" away behind the riders and new area appears in front of them, so they must keep going forwards at all costs (preferably in the lead as the fastest bike on the board). Those who fall behind are eliminated.
  • This scenario is played on a 6x4 table, lengthwise (from one short edge towards the opposite short edge). You will need to be able to remove 2'x4' sections of the table, cross-wise. At the end of each Game Turn (when players have all had one round), the rear section will be removed and moved up to the head of the table. Terrain should be placed to not cross the breaks between sections, if at all possible: Then you can just move the section forwards and perhaps tweak terrain just a bit to keep the game rolling forwards.
  • Models caught on the last 2' deep section before it is pulled up are removed from the game. Slowpokes have no place in the biker gangs of the future!
  • [Eventually I'll add some pics to illustrate how the removable field works, but I forgot to take any during our first playtest games and I'm crap with Illustrator].
  • Terrain advice: Ramps/jumps should be plentiful, with at least one per 2' board section. It's also good if you place terrain to "channel" the riders a bit, allowing only a few ways forward off of each board section, but at least two.
  • Deployment: Forces are deployed up to 12' in to the first board section. Equally divide the 4' wide section between the players, split lengthwise (so with 2 players they split the 4'wide and 1' deep starting section down the middle, 3 players into thirds and it sucks to be the middle guy, etc.). No models may be deployed within ZoC of the enemy (so placing first can have some advantages).
  • Note that it's a very good idea to start your models as close to the 12"-forwards starting-line as possible. Losing 2' of board per turn catches up with you fast.
  • [I've also considered variable speed for board removal, with a die roll to see if 1, 2, or 3 feet are removed. Will playtest that once the rest is solid.]
Finish Line: Ending and winning the race
  • Game length is 4 turns. [Also considering 3 turns, playtester feedback appreciated]
  • Victory goes to the player with the highest number of Objective Points. Some are tallied at the end of each Game Turn, and some at the end of the game.
Objective points awarded at the end of each Game Turn:
  • Leader: Player with the model closest to the leading board edge (fastest bike), 1 Objective Point
  • Daredevil: If you had at least one model Jump off of a ramp or other elevated object, 1 Objective Point (not cumulative so max one per turn)
  • Brawler: If any of your models declared a Close Combat attack, 1 Objective Point (not cumulative so max one per turn)
  • [Maybe points for other cool things? Suggestions appreciated.]
At the end of the whole Game:
  • Checkered flag: Per model that survives to the end: +2 points, max 6

No comments:

Post a Comment