SCENARIO FOR HARDSUIT AND RAPIER COMBATANTS
The Clans are competing over the rich resources surrounding a monastery and the treasures contained within. When the battle begins, the fierce Vikings have already killed the rightful owners – and now have to settle which Clan shall gain the most from the spoils of war.
Friday and Saturday, Armor Inspection begins at 10:00.
De-briefing of Marshals and commanders from 10:30 - 11:00.
The battle starts at 11:00 AM SHARP and ends at 3pm. Except in special cases, resurrections will occur every 10 minutes for the entire battlefield, signaled by a horn.
Once the battle begins, armor inspection will be done at Red or Blue Base by their Clan Marshal.
During the battle, holds will only be called for injury or accident. Fighters will rest or be re-hydrated at their respective bases by their Clan's designated field support staff DURING the battle.
Rules for Fighters:
Walls can NOT be fought over or crossed in any way. All walls and boundaries are always live. Every terrain feature may be fought in and around. Their Strategic Advantage (points or resource gains) will only activate at certain points during the battle.
In each terrain feature there will be a flag or other signifier of ownership, either red or blue. To claim a terrain feature, that signifier must be displaying your color. For the Monastery to be claimed, BOTH signifiers (Hardsuit and Rapier sides) must be on the same color.
The RIVER is a hard boundary between the two halves of the field. The River is only for the use of the Marshals, photographers, the dead hustling back to their bases, or a squad in a Longship. NO LOITERING!
You may not attack anyone on the River or who is installing or removing a section of Wall.
On the Hardsuit side, Siege Engines WILL be in play for the battle, but may only target the area designated with a lightning bolt (this will not be marked on the field, but is defined as that area between the Monastery and the Forest/Quarry).
That's it fighters. Fight for 4 hours, listen to your commanders. Easy, right?
Rules for Clan Commanders
In the middle of the monastery will be a Judge and 2 Runners, one for each army.
At random intervals during the battle, there will be checkpoints. There will be no public notification before or after a checkpoint. When a checkpoint is reached, the Judge will assign Strategic Advantages to the Clans based on terrain features held. In most cases, tokens will be passed to the Clan commanders via Runner.
The Monastery. To hold the Monastery, a Clan must control BOTH the hardsuit and rapier sides at the checkpoint. The Clan holding the Monastery will receive a War Point token. This is the only way to win War Points and win the battle.
The Forest. The forest is used for obtaining lumber and is the key to making Longships. The Clan that holds the forest at a checkpoint will get a Longship Mast. To use the Longship, the Clan will form up to 10 fighters (any mix of HS and Rapier) with the Mast and then walk in tight formation up the River. As they pass the Judge, they will give up the Mast and pass THROUGH the Monastery to the enemy side of the river. They may then disembark at any bank that does not contain a wall. They may not engage or be engaged in any way while on the river and must be allowed to land (all disembarking at the same time).
The Quarry. The quarry is used for mining stone and is the key to building walls. The Clan that holds the Quarry at a checkpoint will get 3 straw bales. An armored fighter may then go place the wall section anywhere on their side of the battlefield with one restriction - it may not be placed within 10' of an opening to a Terrain Feature (so it cannot be used to close off an opening).
The Granary. The granary is used for obtaining extra rations and is the key to gaining extra troops. The Clan that holds the Quarry at a checkpoint will get 5 Resurrection Flags. These will be distributed by Clan commanders to their fighters. When that fighter dies, instead of waiting for the next Res Point they may come to the Judge, hand over their Resurrection Flag and then immediately re-enter the battlefield from their Base.
The Mead hall. The Meadhall is used for obtaining rumors and is the key to advanced information. The Clan that holds the Meadhall at a checkpoint will get a Rumor Token. At any point, a Clan Commander may send this token back to the Judge to indicate they want information. That Clan will be notified a check point is approaching 2 minutes before it occurs.
Additional Random Encounters may occur during the battle, which will be communicated from the Runners to the Clan Commanders mid-battle.