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z3n1st
04-23-2013, 09:17 PM
Only about a month away from Kublacon so dust off those mini's!

http://www.kublacon.com/



We will be using the New ITS missions and we hope to get in 4 rounds. We will have 10 tables setup so we can accommodate 20 players, but since we can only host 20 players its going to be first come first serve for sign ups.


The tournament will begin at 10am on Saturday. If you are planning to attend Kublacon and wish to participate and would like your spot reserved for the tournament please PM me. If you don't have an ITS number please register for one and send that along with the PM so that I can build a roster of attendees prior to the event. There is no additional charge beyond the Kublacon entry fee for the Tournament. There of course is prize support: Corvus Beli, MicroArt, Warsenal, and some local shops to name a few supporters!


Lists will be 300 pts and it will be a Spec Ops ITS tournament, however for logistical reasons only one list will be permitted for all games.


Tables will include amongst them:

Jungle/Wooded Terrain

Aquatic Terrain

Hazard Zones

Playable Interiors

Multi-Level Structures

Low Visibility Zones




Friday will include some space for pickup games and Demos, we anticipate having three tables available to get your game on (terrain provided), along with a Demo table. There will be schwag!


Hope to see you there

z3n1st
05-04-2013, 03:10 PM
The ten tables have been determined at this point and here they are (teaser pictures will follow of typical makeup)



Chemical Plant - pipeworks, storage tanks, and elevated decks/walkways. (possible Infection as per Paradiso)

Processing and Pumping Station - elevated decks, pumping stations, shipping areas

Industrial Shipping zone - Buildings with ladders, security gates, shipping containers,

Industrial/Tech Way Point - Buildings with ladders, security gates, elevated walkways, city high ground

Power Plant - city high ground, power plants, generators. Hostile Environment rules (as per Paradiso)

Science Facility - Playable interiors, multilevel structures, elevated walkways

City Table - Multi story buildings, holo ads, park area

Bunker 13 - Beach front base, playable interiors, rooftops. Aquatic Terrain areas

Paradiso Jungle - Low Visibility Zones, buildings and lookout towers. Jungle/Wood terrain areas

Underground Facility - elevators, maze-like multilevel area. Airborne Deployment only through elevators (as per Paradiso)



Pictures to come! Hope to see you there!

z3n1st
05-07-2013, 04:47 PM
Sample image of the Underground Facility

http://i1175.photobucket.com/albums/r630/z3n1st/2013-04-29203201_zps606a5fbd.jpg


Sample image of the City

http://i1175.photobucket.com/albums/r630/z3n1st/2012-12-08132213_zps61b22d3d.jpg

Coming Soon

Industrial Shipping Yard, and Paradiso Base

Certs
05-07-2013, 10:38 PM
Very nice terrain, shame I'm on the east coast or I'd definitely come out for it.

z3n1st
05-08-2013, 01:30 AM
But wait there's more.

sample of Paradiso Base:

http://i1175.photobucket.com/albums/r630/z3n1st/paradisobase_zps295a2c55.png


Industrial Complex coming soon...


Sorry you can't make it Certs, but we will tip one back for ya and for anyone else that couldn't make it

z3n1st
05-11-2013, 04:17 PM
Industrial Zone

http://i1175.photobucket.com/albums/r630/z3n1st/2013-05-10220700_zps603e54e2.jpg

z3n1st
05-16-2013, 06:38 PM
So that individuals can adequately prepare themselves for the varying terrain that will be present:



Terrain Rules


City -

All bushes and trees count as solid cover (if it’s in a planter box its solid)


You may not enter buildings, building rooftops do NOT provide cover unless the model is prone.


You may NOT shoot THROUGH buildings (from one side to the other)


Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.


Holo-Ads and Laser Fences count as solid terrain (no LOF through them)

Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer as a short skill while in BTB with no roll, Specialist Units may attempt to disable the Laser Fence with a successful WIP at +3 while in BTB, all other units must make an unmodified roll while in BTB.


Industrial Shipping Zone –

You may not enter buildings


Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.


For buildings with no ladder and possessing a hatch on the rooftop: A model/marker may spend a short skill while in BTB with a door to place themselves at the roof access hatch and vice versa. Note that TAGS, Vehicles and Motorcycles may not do so.


Laser Fences count as solid terrain (no LOF through them)

Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer as a short skill while in BTB with no roll, Specialist Units may attempt to disable the Laser Fence with a successful WIP at +3 while in BTB, all other units must make an unmodified roll while in BTB.


Underground Facility –

Laser Fences count as solid terrain (no LOF through them)

Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer as a short skill while in BTB with no roll, Specialist Units may attempt to disable the Laser Fence with a successful WIP at +3 while in BTB, all other units must make an unmodified roll while in BTB.


Control Panel: The panel in the center of the table controls the laser fences and the elevators for this map. Any Specialist Model (but NOT models using the G:Servant rule or Repeaters) in BTB with the panel that makes a successful WIP roll may disable any one elevator or laser fence. Enemy Hackers may attempt to defensively hack this action, just as they would when defending HI or TAGs from hacking. Up to 4 Elevators may be disabled, each requiring a separate short skill and successful WIP roll. All Laser Fences can be disabled, each requiring a separate short skill and successful WIP roll.


Elevators: Any model using Airborne Deployment MUST enter the table from an elevator. Models with the Parachutist Skill will number the elevators 1-8 and then roll a D20, using the single digit to determine the models arrival point, re-rolling 9-10 and 19-20. Models with Airborne Infiltration may select any elevator that is not within the enemy deployment zone. Models with Combat Jump may select any elevator. Elevators may not be used by more than one model at a time, models that remain on the elevator platform beyond the turn they arrive are removed as a casualty. Elevators block LOF into and out of the arrival point, models MAY NOT be placed partially inside an elevator, and models may not enter an elevator for any reason other than when arriving by Airborne Deployment. AD:Combat Jump is NOT subject to hacking on this map (although elevators may be shut down preventing their use)


Cloning/Medical Facility –

You may enter buildings


Building interiors count as LVZ (low visibility zones) for shooting into and out of, OR cover if applicable (against a window or wall for example)


Each building has a lift which will allow vertical movement to an adjacent level as a Short Movement Skill, represented by a hatch in the floor/roof of the building. Note that TAGS, Vehicles and motorcycles may not enter buildings and thus may not use lifts; also note that if a models base will not pass through the doorway it may not enter the building.


You may NOT shoot THROUGH buildings (from one side to the other)

Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.


Laser Fences count as solid terrain (no LOF through them)

Laser Fences can be damaged by E/M, AP and/or Explosive Ammo, including D-Charges. They have STR1 ARM3 BTS -3. They may be shut down by a Hacker within ZoC, by making a Hacking attempt, and disabled by an Engineer as a short skill while in BTB with no roll, Specialist Units may attempt to disable the Laser Fence with a successful WIP at +3 while in BTB, all other units must make an unmodified roll while in BTB.


Paradiso Supply Base –

The entire table is a Low Visibility Zone (all shooting is at -3), except where noted below


The entire table is Wood/Jungle and Difficult Terrain (all HI, MI, TAGS, REMs, Motorcycles, and Vehicles are at half MOV), except where noted below


The Supply Base and Road areas are considered normal visibility and normal terrain (note that shooting from the road to the jungle and vice versa will still incur the low visibility penalty)


Jungle ‘terrain pieces’ count as solid terrain and are Impassable to move THROUGH. It is permitted to enter the zone if at least half of the models base may be placed on the Jungle terrain piece (basically up against the trees on the base itself), doing so involves the model entering Very Difficult Terrain and provides cover to the model regardless of LOF(all models except Skirmishers half MOV value, TAGs, REM and Motorcycles may not enter at all).


All rock formations require a climb check in order to move over or on (unless it is less than half the height of the model in which case it can be climbed over with no check)


The ponds are considered Aquatic and Difficult Terrain (all HI, MI, TAGS, REMs, Motorcycles, and Vehicles are at half MOV)


Possessing the equivalent terrain skill will allow the model to ignore the Difficult Terrain modifiers and reduce Very Difficult to Difficult





Bunker 013 –

The entire table is considered Beach/Aquatic and Difficult Terrain (all HI, MI, TAGS, REMs, Motorcycles, and Vehicles are at half MOV) with the exception of any artificial areas (buildings, etc)


Ladders allow models to climb at full movement without a check. Note that TAGS, Vehicles and motorcycles may not use Ladders.


Chemical Storage Site –

The entire table is considered a hostile environment:
In game terms, any model with a WOUNDS characteristic that is on the table surface will become ‘infected’ if they fail a BTS roll against DAM 7 (only roll once per game turn). Infected models should be designated by a marker to indicate their status. Doctors, Paramedics, and BioEngineers may clear infected models while in BTB by using a short skill and making a successful WIP roll (PH roll of the target model in the case of Paramedics). A failed roll will cause a wound, while a successful roll will make the model immune to further effects of the chemicals. Any models that are infected at the games end counts as a casualty when calculating mission objectives.


REMs, Motorcycles, vehicles, TAGs and other models with a large base may NOT use the walkways, counting them as impassable (if the base doesn't fit neither does the model). Models with Climbing Plus may ignore this restriction. Platforms may be used by large based models


Power Station –

The entire table is considered a hostile environment due to the high energy fields cascading around the table.


In game terms, when in an area marked as a Hostile Environment each time a figure rolls a previously determined dice result (A 20, for example) due to an Order declaration or ARO (It is not applied to Guts Rolls or ARM rolls, for example) it can suffer Damage and it must make an ARM Roll.

These effects trigger on any natural roll of 20 (as explained above) and result in a Damage 11 ARM roll

z3n1st
05-18-2013, 09:38 PM
Sample of Oceanside base Bunker 13

http://i1175.photobucket.com/albums/r630/z3n1st/IMG950952_zpsb24224d9.jpg

z3n1st
05-18-2013, 09:41 PM
Sample of Power Station (unpainted)

http://i1175.photobucket.com/albums/r630/z3n1st/2013-05-11204742_zpsf23b2f03.jpg

z3n1st
05-20-2013, 06:22 PM
Sample of the Processing Station:

http://i1175.photobucket.com/albums/r630/z3n1st/IMG_0551_zps407048a1.jpg