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TOPIC: Wreck Age scenario contest!

Wreck Age scenario contest! 2 years 7 months ago #2743

  • Anton
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We're calling all Wreck Age players to submit their own scenarios/encounters for Wreck Age. This will be an informal contest, and we'll be giving away lots of goodies to those who participate.

Scenarios can be simple or complex:

•Basic: A set amount of RUs against each other. Set up on a table and attempt to achieve your objectives.

•Linked: (multiple encounters that chain together with victory conditions affecting the next game)

•Campaign oriented (Characters advance as they play through the encounter)

•Tournament (100 RUs per side, designed to be played competitively)

•Narrative: designed to be played with a story, or theme in mind.

•Strictly Narrative (designed to be played pen and paper RPG style)

Keep in mind stances (page 193 of the rulebook), and special objectives, particularly secret objectives, where each player doesn't know what the goal of the other is. Also keep in mind the Parlay special rule (page 231 of the rulebook), which can be used in lots of really cool non-combat encounters.

All encounters/scenarios should be play-tested and balanced as well as possible. Keep in mind that other players may be using different factions than you might, so try to keep that in mind as well.

Everyone who participates will get a $10 coupon good towards anything in our web store. We'll let this run for a while and see how it does, and if we get enough participation, we'll have everybody vote on their favorites, with winners being chosen by community vote.

Submissions should be posted in this thread, or emailed to : anton at wreck-age dot net.

We'll pick the best and put them up on the site, and possibly use some for future Wreck Age material.
Last Edit: 2 years 7 months ago by Anton.
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Wreck Age scenario contest! 2 years 7 months ago #2745

  • LordZombie
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I am totally in on this!
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Wreck Age scenario contest! 2 years 7 months ago #2746

  • Anton
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LordZombie wrote:
I am totally in on this!

Awesome! I'm looking forward to seeing what people come up with on this one.
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Wreck Age scenario contest! 2 years 7 months ago #2748

  • msears
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Josh Lopatin worked on this ages ago, It was a lot of fun! See attached PDF buddies.

From chicagoskirmish.blogspot.com/2013/09/wre...sting-at-gaming.html

Stakers
It began with a bad harvest, forcing the community to look outside of the walls to make up for the shortfall. Then the disappearances began, starting with the outriders who were out further afield in order to protect the foragers. They went missing seemingly all at once, failing to report back in at the dawn of any potential threats that the
gatherers might encounter. There was a panic, but the stores were diminished to the point that we had to continue. Then the southernmost party vanished one night, without a drop of blood at the camp, and we knew we were not dealing with
raiders. So here we are, half starves yet vigilant, waiting for whatever whispered of nightmare that is coming for the rest of us one night.


Objectives:
Stakers must survive 4 turns to win. Daybreak brings in a staker caravan with guns blazing and the Stitchers will retreat.
Deployment:
* Stitchers start off the board. They can start on any road edge, or come up out of a tunnel entrance (designated by manholes). They can move back into the tunnels.This is a free action. on their NEXT turn, they can pop out of any other manhole as a free action provided they pass a power test (to lift the manhole lid). If you fail the power test, you must use up 1 AP to open the manhole.
* The game area must have a clearly defined “town” area for the stakers to live.
* Manhole tokens must be placed on the board. These should be 12 inches apart, and placed at regular intervals. The quantity will depend on your board and terrain. Make it cool!
* Stitchers can start at any road end, or come up from any manhole (provided they pass a power test)
* Stakers may start anywhere in their “town”. At least 2 figures must be within 8 inches of a manhole.
* Stitchers always go first, since they are the aggressors.
Special Rules:
* The Staker Sapper can seal a manhole entrance. Since it is a surprise attack, the Sapper can’t seal a manhole until AFTER a Stitcher has popped out of it. Once sealed, the Stitcher can’t get back in, or use it as a drop off point. The Sapper must be in base contact with a manhole, and spend 1AP to seal it with a bomb.
* Stakers get a +1 bonus to all nerves tests due to their resolve to defend their homes.
*Stitchers must use non lethal methods to take out the Stakers. Once the Staker is down, they can use 2AP to harvest organs. (2d6x10 RU value) If they kill the prey first, they only get 2d6x2 RUs. Once they have harvested, they MUST return to any (open or closed) manhole to drop off the goods to orderlies waiting in the tunnels. (end move in base contact with manhole. no test necessary)

STITCHERS
A cabal of Stitchmen have been watching the efforts of a newly founded Staker community very closely these last few weeks, not that any of them would be aware of it. The hunters have taken note of all their defenses, the schedule that most if the town adheres to, and whether or not they seem healthy enough to be viable for harvesting. Especially noteworthy to the Stitchers is the network of tunnels below the community, which is built on the rubble of what was once a small city before the collapse. It took some time to map them out, but any advantage is worth it in the end, for how can immortality be attained if you don’t take the necessary precautions?

Objectives:
Stitchers must collect 300 RU, or incapacitate all stakers by the end of turn 3.
Deployment:
* Stitchers start off the board. They can start on any road edge, or come up out of a tunnel entrance (designated by manholes). They can move back into the tunnels.This is a free action. on their NEXT turn, they can pop out of any other manhole as a free action provided they pass a power test (to lift the manhole lid). If you fail the power test, you must use up 1 AP to open the
manhole.
* The game area must have a clearly defined “town” area for the stakers to live.
* Manhole tokens must be placed on the board. These should be 12 inches apart, and placed at regular intervals. The quantity will depend on your board and terrain. Make it cool!
* Stitchers can start at any road end, or come up from any manhole (provided they pass a power test)
* Stakers may start anywhere in their “town”. At least 2 figures must be within 8 inches of a manhole.
* Stitchers always go first, since they are the aggressors.
Special Rules:
* The Staker Sapper can seal a manhole entrance. Since it is a surprise attack, the Sapper can’t seal a manhole until AFTER a Stitcher has popped out of it. Once sealed, the Stitcher can’t get back in, or use it as a drop off point. The Sapper must be in base contact with a manhole, and
spend 1AP to seal it with a bomb.
* Stakers get a +1 bonus to all nerves tests due to their resolve to defend their homes.
*Stitchers must use non lethal methods to take out the Stakers. Once the Staker is down, they can use 2AP to harvest organs. (2d6x10 RU value) If they kill the prey first, they only get 2d6x2 RUs. Once they have harvested, they MUST return to any (open or closed) manhole to drop off the goods to orderlies waiting in the tunnels. (end move in base contact with manhole. no test necessary)

Stakers RU Harvested: 10 ___ 20 ___ 30 ___ 40 ___ 50 ___ 60 ___ 70 ___ 80 ___ 90 ___ 100 ___
110 ___ 120 ___ 130 ___ 140 ___ 150 ___ 160 ___ 170 ___ 180 ___ 190 ___ 200 ___
210 ___ 220 ___ 230 ___ 240 ___ 250 ___ 260 ___ 270 ___ 280 ___ 290 ___ 300
Attachments:
Last Edit: 2 years 7 months ago by msears.
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