Temporal Distortion Ray

One Day Campaign: Temporal Distortion Ray

 

For a PDF Copy of this 1-Day Campaign, please see:

http://playitpainted.com/ordoweb/Temporal%20Distortion%20Ray.pdf

 

Introduction

20130622_123312

 

It has been a time-honored tradition for your adventuring company to investigate the claims of the so-called “Time Travel Technology” that someone has either discovered, invented, or stolen. By this point in time you’ve seen enough of these claims to know that the overwhelming majority turn out to be lies, scams, or even delusions, and you even recall the time a group of “scientists” claimed to have traveled time only to try and browse and replicate the attempts of other researchers. The truth- as you see it- is that if anyone does in fact possess the technology to travel time, then they don’t want anyone to know about it, especially the group you work for.

 

And now the group you work for has asked you to investigate another time travel incident- but coming from the powers that be, this one might actually be true. You and your company of adventurers may have heard about an incident 11 years ago, involving a researcher named Dr. Sterling and his betrothed- the Lady Emily Wilkens. Rumors suggest that Sterling was working on a spatial accelerator that might actually allow someone to shift positions along the fourth plane of dimension. However, those same rumors explain how this experiment went horribly wrong, leading to Dr. Sterling’s death/disappearance and the permanent crippling of Lady Emily. Whatever device caused this horrible accident was destroyed during the experiment, or at least that’s how the rumor went…

 

You employer has informed you of someone who may know the truth in all of this- an informant. Someone who may help you recover or even rebuild this device- a device which is now being referred to as the Temporal Distortion Ray. Your orders are to make contact with the informant before any of our rivals can- and gain vital information regarding this Temporal Distortion Ray.

 

Game Overview

Temporal Distortian Ray (TDR) is a one day campaign for In Her Majesty’s Name. Players will hire their crew to complete three different missions, and the company who progresses closest to building/using the Temporal Distortian Ray will win the day!

 

Missions follow a Strategy Tree format, with all players beginning at the same mission, and then branching off into different missions in the following rounds determined by your performance in the previous round. The better your company performs in each Mission, the closer they get to building the TDR!

Players will play three games throughout the day, recording VP as per each Scenario’s rules, and players are free to spend their VP betrween rounds per the “Spoils of War” rules in section 11.

Winning the Campaign

20130706_125029

A company that earns the most Campaign Points (CP) for the day has won the campaign. Note that this is not a strictly competitive event. The player who wins the day may not win all of his or her games, but will probably win by a combination of good play, a strong company theme, good painting, or he might just be the most fun person on the room!
Hiring Rules:

 

Each player has an initial hiring pool of 250 points to begin the campaign. This pool must be able to be split into two groups, a core group, and a reserve group. The following restrictions apply to segregating the groups:

 

The core group must consist of between 150 and 200 points to begin with. The company’s leader (the model with the highest leadership bonus) must be included with the core group, along with any models having a pluck save of 3+ or better. For each game in this campaign, players will always start the hiring with the models in their core group, and may move models in from the reserve group, or hire models into the core group in between games.

Building your company: M&SU Hiring Rules

The following rules and restrictions apply to building your company.

 

A company consists of 1 company leader, up to three henchmen, up to one specialist, and any number of rabble models. If at any point in the campaign, one of your limited slot hires is killed permanently, you may hire a new model to fill that slot in between games.

 

1) Your company’s leader

  • Is the only model in your company that may have a 2+ Pluck Save
  • Is the only model in your company that may have the Immortal ability
  • Is the only model that may exceed Leadership +2
  • May select the Engineer OR Mystical Powers, if the company has no medic and the company’s specialist is the same trait (Engineer or Mystic).
  • May not take the medic talent.
  • May not exceed 80 points at the start of the campaign
  • If the company leader is eligible to take Mystical Powers, he/she may not exceed 30 points worth of Mystical Powers.

2) 0-3 Henchmen

  • May have up to a 3+ Pluck Save
  • May have up to Leadership +2
  • May not exceed 60 points at the start of the campaign
  • You may hire a henchman for every 2 rabble hired

3) 0-1 Specialist

Specialists come in three forms: Medic, Mystic, or Engineer. At no point can a company have more than one type of specialist hired, but the company’s leader may also have the same form of specialization as the specialist (so if the company leader is an engineer, then the company’s specialist MUST also be an engineer).

  • May have up to Leadership +1
  • May have up to Pluck 3+
  • May not exceed 60 points at the start of the campaign/when hired
  • Medic- may take the Medic Talent, if no models in the company have Mystical powers nor the Engineer talent.
  • May take up to 20pts of Mystical Powers if it does not take the Medic or Engineer talent, and the company’s leader does not have the Engineer talent.
  • If the specialist takes the Engineer Talent, then the company may hire 0-2 vehicles/mechanized walkers.

4) Rabble

  • May not take: Mystical Powers, Medic, Engineer, or Leadership Talents.
  • May not take a pluck save of better than 4+ (exception:, Tod Truppen).

The Scenario Tree:

 

The scenario tree for this event, “The Temporal Distortian Ray” is as follows:

 

Game 1: All players play “Bring ‘Em Back Alive (9.1.2)” with 3 variants of VIP. And the following Scenario Complications in play:

  1. 9.2.3 Collateral Damage
  2. VIP: All VIP’s have a speed of +0, an armor of 10 and a pluck save of 3+. When a model who is not in a fight is in base contact with a VIP, the model may make an interact action during the fighting phase if no enemy models are in base contact with either the model or the VIP. After a successful interaction, the VIP will move along with the interacted model and must maintain base contact with it or the VIP stops following the model.While a model has a VIP following it, it cannot disengage from any fights without breaking the following of the VIP. Any shooting targetting the VIP or its escort counts as firing into a fight. If the VIP is hit by an attack, before it rolls its pluck save- any model in base contact with the VIP may “take one for the team”- remove it from play as a casualty and make no pluck save for the VIP- it avoids the attack entirely.
  3. Limited time- the game will continue until the VIP has been returned safely to a deployment zone or the game reaches 8 turns, whichever comes first.

The game will use three types of VIP. Please see which VIP you must rescue based on the table you have been assigned.

  • Table 1 “Tart with a Heart”. The winner of this game will play 9.1.1 Objectives, Setup 2. If the winner of the game safely escorted the VIP (without killing her), then they will gain the “loose lips” special rule which allows them to know the location of objectives versus decoys. The loser of this game will play the scenario of their table location for round 2 and gains the ability “Blood on your hands”- which increases the innocent kill count of their opponent in the following game by +6.
  • Table 2 “The Inspector”. The winner of this game will play 9.1.1 Objectives, Setup 2. If the winner of this game safely escorted the VIP (without killing him), then they gain the “Under Cover” special rule which allows them to ignore arrests from 9.2.5 The Authorities. The loser of this game will play the scenario of their table location for round 2 and gains the ability “Playin’ hooky” which allows them to remove up to 2 rabble during the game without awarding VP to their opponent.
  • Table 3 “The Technocrat”. The winner of this game will play 9.1.1 Objectives, Setup 2. If the winner of this game safely escorted the VIP (without killing him), then they gain the “Superior Tech!” special rule which grants a one time use of an Edison Beam Translator (5.4) to a single model of the player’s choosing in their following game. The loser of this game will play the scenario of their table location for round 2 and gains the ability “Stolen Tech” which grants them a one time use Electrostatic Burst Generator.

Game 2, Scenario 1: Recover the pieces. The winners of game 1 will play the Objectives Strategy (9.1.1) with the following effects in play:

 

  1. Setup 2 to be used
  2. Players in base contact with a marker must take an interact action to recover the marker. Once a component is recovered from a marker, it must be returned to the player’s deployment zone for objective VP. When a model who is carrying a component is removed from play, place the component marker into base contact with the model before removing it. An un-carried component marker still counts towards VP as long as it is within the player’s deployment zone.
  3. 9.2.3 Collateral Damage
  4. 9.2.5 The Authorities
  5. Limited Time- the game continues until one set of victory conditions are met, or until the end nof turn 8, whichever comes first.
  6. VP Edit: Please change the VP count as follows: +5VP for one component recovered, +10 for 2 components recovered, and +20 for three components recovered.
  7. Companies who win this game will move onto Game 3 Scenario 1, while companies who lsoe this game will move onto Game 3 Scenario 2.

 

 

Game 2, Scenario 2: The losing players of game 1 will play the following scenario- King of the Hill 9.1.8 with the following complications in play:

 

  1. 9.2.3 Collateral Damage
  2. 9.2.5 The Authorities
  3. Limited Time- the game continues until one set of victory conditions are met, or until the end nof turn 8, whichever comes first.
  4. VP Edit: In addition to the standard VP awarded for removing enemy models, at the end of each turn after the first- the company who has more models on the objective will earn +5VP, to a maximum of 20VP.
  5. Companies who win this game will move onto either Game 3, Scenario 1, 2, or 3, depending on their overall standings.

 

Game 3 Special Event: Temporal Distortion Ray. Each player that has successfuly recovered 3 components of the TDR in Game 2 may select a table of their choice to use the ray on. Games played on the table are now subject to the following rule:

 

Temporal Distortion: Reroll any 1′s and 10′s. Casualties for Collateral Damage, and fumble rolls can be applied to all rolls (so rolling a collateral casualty check of 10 causes one casualty, and if the reroll result is also 10, you’ve caused another!). Be sure to reroll ALL 1′s and 10′s.

 

Game 3, Scenario, Fort Nil Point

  1. See strategy tree to determine if your company is eligible for this scenario.
  2. 9.2.3 Collateral Damage
  3. Limited Time- the game continues until one set of victory conditions are met, or until the end nof turn 8, whichever comes first.

 

Game 3, Scenario 2 Marked For Death

  • See strategy tree to determine if your company is eligible for this scenario.
  • 9.2.3 Collateral Damage
  • Limited Time- the game continues until one set of victory conditions are met, or until the end nof turn 8, whichever comes first.

 

Game 3, Scenario 3 Break Through

  • See strategy tree to determine if your company is eligible for this scenario.
  • 9.2.3 Collateral Damage
  • Limited Time- the game continues until one set of victory conditions are met, or until the end nof turn 8, whichever comes first.
  • Max VP for models escaping is 20VP.

Strategy Tree

 

 

 

Scoring:

 

  • The player with the most VP’s at the end of the day wins Best General.
  • The player with the best company theme (popular vote) wins Best Theme.
  • The player with the best paint job (popular vote) wins Best Painted.
  • The player who loses all their games wins the wooden spoon.
  • The player voted most fun wins favorite opponent.
  • Overall winner is determined as follows: For each category above that  player wins, he or she earns +6 campaign points, and he/she earns +1 additional point for every vote earned in a category they did not win.

 

Name Player with the best themed company Player with the best paint jobs Most fun player Total VP Total CP