Oh, and someone was asking for the tournament scenarios to be posted!
Table 1: Capture Channel 5
A new vid-station, Channel 5, has been set up recently, and its security is known to be weak. Two local forces see their chance to reach out to the local blocks with their own vid-special, perhaps promising peace in return for protection money, or simply advertising where citizens can get the best deal possible on their next fix of sugar.
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.
Special Rules
None
Victory Conditions
To achieve victory, one force must either wipe out its opponents, or occupy the Channel 5 tower. To do this, one or more friendly models must be moved within 4” of the Channel 5 tower and stay there for two full consecutive turns without an enemy model moving within 4” of the tower.
Table 2: Scrawl Wars!
A wideband disruption signal has upset transmissions, basic robots and vehicles across the sector, causing everything to grind to a halt (this takes place during Slaughter Margin, if you know your Dredd history). This is an excellent chance to represent! Vehicles will be targeted so that when the disruption signal ceases, they will carry your message all over the city!
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.
Special Rules
To scrawl your force’s tag/logo or remove an opponent’s scrawl is a Special action that must be performed when in base contact with the object to be scrawled upon.
Justice Department forces (from any city) may not create scrawls, but they can remove them. However, a Justice Department force always counts as having one scrawl that cannot be removed, for the purposes of the victory conditions below.
The game lasts for eight turns.
Victory Conditions
Victory will go to the force that has the most scrawls on vehicles at the end of the eighth turn. Note that even if you wipe out your opponent’s force, or force them to run, you will still lose if he has more scrawls than you!
Table 3: There is Only War
In the irradiated wastelands of desolated sectors, there is only war…
Note: These two were fought on 40k-style terrain, hence...
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 10” from their own table edge.
Special Rules
None
Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own.
Table 4: There is Only War Part II
In the irradiated wastelands of desolated sectors, there is only war…
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 10” from their own table edge.
Special Rules
None
Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own.
Table 5: Chance Find in the Cursed Earth
Though filled with danger, the Cursed Earth also contains many treasures, ranging from caches left by mutant gangs or criminals, to artefacts from the days before the Atomic War. Two forces ranging in the Cursed Earth have come across a strange signal and meet one another as they try to find its source
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.
Special Rules
To search a piece of terrain, a model must perform a Special action when in base contact with it. A die is then rolled, with a result of 10 meaning the model has discovered the source of the strange signal. However, the first model on each side to try this will automatically fail. Each piece of terrain can be searched more than once but not by the same model.
Victory Conditions
The game ends at the end of the turn when the source of the signal has been found. To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own. Discovering the source of the signal grants a +250 Credit bonus to this score.
Table 6: Fortress Assault
The source of the signal turned out to be an ancient portable computer that contained the location and schematics of an old Atomic War-era fortress. The force that can capture and control the fortress would have a big advantage over everyone else nearby on the Cursed Earth…
Set Up
The player who won Chance Find in the Cursed Earth previously begins by deploying all his models within the confines of the fortress walls – he may not place or move any models inside the fortress’ structure until power is restored (see below). His opponent then deploys his models no further than 6” from the opposite table edge.
Special Rules
The fortress is not yet operational but can be made so by the player deploying within it, using the following steps;
· Restore Power: A model in base contact with the Generator (the round structure) may spend two Special actions in the same turn and make a successful Will check to restore power to the fortress.
When this is done, lift the lid of the rectangular structure and switch the lights of the fortress on – you may need to wiggle the switch a little, as there is a loose connection (this is the Cursed Earth after all!).
In subsequent turns, models may do the following;
· Command and Control: A model inside the fortress (go ahead, the roofs of both levels detach!) may direct the actions of any one other friendly model as a Special action, and may direct two models if it uses two Special actions. For the rest of the turn, these models will use the first’s Will score.
· Bring Weapons Online: A model in base contact with an automated turret may bring it into action by spending two Special actions and making a successful Will check. In subsequent turns, an automated turret may make one Shoot action. They may not perform any other action at all. Automated turrets have the following characteristics.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Turret - -4 +0 -4 1D +0 +6 4
Class: Minion
Robotic: Automated turrets follow all the rules listed under Robotic on page 86 of the Judge Dredd rulebook.
Automated turrets have the following variety of weapons;
AP/AA Gun: Heavy Spit Gun with 5 Shooting Dice
Main Guns: Laser Cannon with no Complex rule
Point Defence (look under the Main Guns): Spit Gun with 6 Shooting Dice
Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own. The force inside the fortress gains +50 Credits for each turret it successfully brings online, while the attacking force gains a +75 Credit bonus for every online turret it destroys.
Don’t forget to switch off the lights in the fortress when you have finished your battle!
Table 7: Wandering Lonely as a Bot
A valuable droid is wandering the Cursed Earth. Maybe it is a pre-Atomic War model, filled with possible locations of ancient treasures, buried by time under the Cursed Earth. Or maybe it has escaped from an organ legger’s camp and contains the codes to all of his cash accounts. Whatever the contents of this droid’s brain, there are people who want it.
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge. The robot is placed in the centre of the highest terrain point on the table.
Special Rules
The robot may be given two Move actions only if a player has a model in contact with it at the start of the turn. If both players have a model in contact at the start of the turn, neither may give the robot a Move action. The robot cannot be attacked or harmed by any means, may take no other actions, and has a Move score of 4”.
Victory Conditions
To achieve victory, one force must either wipe out its opponents, or move the robot off their own table edge.
Table 8: Duck and Cover
A terrible rad-storm is sweeping through the Cursed Earth, and everyone in its path is looking for shelter. Fortunately, there is an old abandoned nuclear bunker nearby. Unfortunately, the two forces that have found it do not want to share…
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.
Special Rules
Once a model enters the nuclear bunker, it may not return to the battle.
Victory Conditions
Both players earn points by moving models into the bunker, earning a number of points equal to the Credits value of each model. However, they also lose points equal to the Credits value of each enemy model that enters the bunker. The force with the most points when one side has no more models on the table wins!
Table 9: Lost in the Snow
Promises of new connections, jobs, illegal goods or a perp-busting spree in the wastes of the Antarctic have come to nothing, and now your force is just retying to survive. If you can just reach the hoverport, you will be fine. Fortunately, you know exactly where it is – but another force has shown up, claiming it is in the other direction…
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.
Special Rules
Once a model leaves the table, it may not return to the battle.
Victory Conditions
Both players earn points by moving models off their opponent’s table edge, earning a number of points equal to the Credits value of each model. However, they also lose points equal to the Credits value of each enemy model that moves off their table edge. The force with the most points when one side has no more models on the table wins!
Table 10: Battle of Refuelling Station 9
Life in the Antarctic is tougher than that in the Cursed Earth, and it often seems the land itself is your enemy. Fortunately, there is a refuelling station nearby that is regularly visited by maintenance crews. If you can just hold out long enough against the elements and roving enemies for long enough, you will be able to ‘acquire’ a transport to get you out of here when the crews arrive.
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 6” from their own table edge.
Special Rules
The game will last for eight turns.
Victory Conditions
To achieve victory, one force must take over the refuelling station. It will achieve this by being in control of more of the three structures (two platforms and the fuel tanks) than its enemy at the end of the eighth turn. A structure is controlled by a force when it has one model in contact with it and no enemies within 6”.
Table 11: Slaughter in the Cursed Earth
People are naturally suspicious in the Cursed Earth, and trust is a commodity impossible to find and unwise to rely on. When two forces meet, hostilities are common, even if they have never seen one another before.
Set Up
Both players roll a die, with the lowest deploying all his models first. The highest rolling player then deploys his models. Both players may place models no further than 10” from their own table edge.
Special Rules
The lava craters here are active. No Line of Sight may be drawn across the craters as fire and dark sulphurous smoke billow upwards from them. In addition, large chunks of flaming rock are periodically hurled outwards!
Any model within 6” of a crater at the start of the turn will be attacked by a Fire Bomb with a Shoot score of +0
Victory Conditions
To achieve victory, one force must remove more Credits worth of models from his enemy’s force than he loses from his own.