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Post by shintaibane on Oct 19, 2012 7:28:50 GMT -6
New Game in Town is proud to be hosting our second annual Food Drive event: King of the Ring!!
This event is focusing on Jack/Beast combat in a MMA/Wrestling style event. Will follow for the format but it encourages players to buy rerolls, boosts and special power attacks to toss their opponents Jacks or Beasts from the ring.
So the details...
What: King of the Ring Food Drive Event When: Saturday, November 17th. Starts at 11:00, ends at 5:00 Cost: $10 and bring food (lots of food) to "buy" special in-game perks. Details: The event is a special format with details to follow but you will be able to build and modify 35 point lists using Fight Club restrictions. (for every 10 points of Jacks/Beasts taken you can take 5 points of Units/Solos).
We hope to see a lot of people there and will be in talks with the store about prizes and possible raffle give aways. As more details come up I will post them here and on the Privateer boards.
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Post by shintaibane on Oct 19, 2012 7:36:01 GMT -6
Here are the preliminary details regarding King of the Ring format and what you can get as you donate.
One note: Rerolls, boosts, shifts, and out of faction inclusions are purchased with food before every game. Special moves can carry over but additional moves must be purchased with food before a match, not during a match.
If you have any questions about the format or moves please let me know. The wording of the below details is still a work in progress.
King of the Ring A New Game in Town Warmachine/Hordes Food Drive Event King of the Ring is designed to be an entertaining knock down drag out brawl for Warmachine/Hordes that pits Jacks and Beasts in a MMA/WWF format of play. Also we want to gather in a lot of donated food for the event so in order to perform all those cool wrestling combos and hits people will have to donate to get cards or chips in order to activate special maneuvers.
The event is a one day tournament similar to the Summer Rampage event. The goal will be to play as many games as possible while trying to rack up points by throwing Jacks/Beasts from the “Ring”, destroying Jacks/Beasts, and if you have to knocking out a team’s manager (ie. Warcaster/warlock). The event should run a minimum of four hours to a maximum of six. Games can be played 1 v 1, 2 v 2 (Tag Team), or 1 v 1 v1 v 1 free for all (Battle Royale).
The Rules: - Event is a Fight Club Event between 35 points, Fight Club means for every 10 points spent on Jacks/Beasts a player can take 5 points of units and/or solos. (Since the focus of the event is Jacks/Beasts battling it is recommended that solos and units be support. - Players can change up lists after every match if they so choose. - No set pairings, just challenge someone to a match. Players are encouraged not play the same opponent twice in a row. - Match scoring is done by Jacks/Beasts removed from the ring (Primary), Jacks/Beast destroyed (Secondary), Caster/Lock Killed (Tertiary). o Bonus points scored for Jacks/Beast destroyed outside of the “Ring”. This would be double the value of the Jack/Beast. For example: Player A slams a Kodiak (PA 8) out of the ring and the Kodiak is subsequently destroyed before it can get back in. Player A will score one primary point for knocking the Kodiak out of the ring and 16 points for destroying the Kodiak outside of the ring. - If the Warcaster/Warlock is killed Jacks and Beasts continue to operate but with the following provisions: o Jacks are autonomous and will continue to function but have no warcaster to feed them focus. Jacks running autonomous because of a killed warcaster get boosted attack and damage rolls for melee against models of the opponent that killed the warcaster o Beasts go into Frenzy and will not wander away. Beasts in Frenzy due to Warlock loss must attack the models of the opponent that killed the warlock first, then other opponents, then their own faction. - Card interactions and abilities will trump rules. For examples: some cards will allow a Colossal to be knocked down or moved out of activation.
- Awards will be given for the following categories: o King of the Ring: Player who has removed the most Jacks/Beasts from the “Ring” o Big Brawler: Player who has the most Jack/Beast points destroyed. o Hitman: Player who has the most caster kills.
The Donations: (the reason for the season after all…) Participants can spend food to buy rerolls, boosts, out of faction Jacks/Beasts, and other effects for donations of food. Special Move cards can be purchased with food also. All items should be purchased prior to a match. Below is a listing of costs for various donation benefits:
- Rerolls: Cost 2 cans of food for the first, double for each additional per match. (1st reroll=2 cans, 2nd reroll = 4 cans, 3rd reroll = 8 cans, etc) o Rerolls allow a user to reroll any specific roll once or force an opponent to reroll any specific roll once. - Boosts: Cost 5 cans of food for the first, double for each additional per match. (1st boosts = 5 cans, 2nd boost = 10 cans, 3rd boost = 15 cans, etc) o Boost allows you to boost an attack (magic, ranged, or melee) or damage (magic, ranged or melee) roll. The boosted would be considered a boosted roll. - Damage Shift: Costs 3 cans for the first, double for each additional per match (1st shift = 3 cans, 2nd shift = 6 cans, 3rd shift = 12 cans, etc) o Damage shift allows you to shift the damage on a jack/beast over one column/coil up or down from what is rolled. - Inclusion of non faction, Non-Character Jack or Beast for one match costs 25 cans. - Inclusion of non faction, Character Jack or Beast for one match costs 50 cans. - Inclusion of non faction, Colossal or Guargutan. In addition to the bonuses that can be purchased above you can purchase “Special Moves” that Jacks/Warbeasts can perform as a power attack. One move can be purchased per 5 cans of food donated. Unused moves can be carried over into other matches. When you give your donations you will indicate what moves you would like and the judge give you a token or card indicating the move. After you perform the move in a match discard the token or card representing the move to a judge when you have the opportunity. The Special Moves are as follows:
• Whirling Dervish: As part of a successful Two Hand Throw Power Attack you may perform a 360 degree Thresher attack with Reach. (Special Move does not stack Reach affects) All models hit by the Whirling Dervish attack take P+S Damage Roll with P+S equal to the STR of the model performing the attack. All models hit are knocked down. The model being used as the “weapon” for the Whirling Dervish takes damage rolls with the P+S equal to the STR equal to the strength of the model performing the attack. After the Whirling Dervish is complete the attacking player may finish the two-handed throw. • Heave Ho!: Two Heavy Jacks must each perform successful Two-Handed Throw Attacks back to back. If the attacks are successful the player will add +6” to a standard throw distance (STR/2) or may two hand throw a Colossal. Light Jacks/Beasts that perform this move will add +3” to the throw distance. Light Jacks CANNOT throw a Colossal. Use Heave Ho! Special Move token/card before the first Jack/Warbeast performs its action. Apply the results of the throw after the second Jack/Warbeast performs a successful Two-Handed Throw attack. Damage to target is figured using the highest STR Jack/Warbeast.
• Haymaker Punch: When performing a normal strike play this token/card to activate this Power Attack. (a player must pay one focus/fury to perform the attack and sacrifices all initial attacks) Haymaker Punch allows a Jack or Beast to Lift and Throw a target of similar base size or smaller. Targets are lifted 3” up in height and d3”+3”directly away from the attacker. Target model suffers a damage roll equal to the attack being performed and suffers falling damage.
• Super Slam: Allow smaller based models to perform a Slam Power Attack against a larger base model (including Colossals). Perform the Slam power attack as normal and play the token/card. Models must move a minimum of 6” in a straight line in order for this Special Move to work.
• Stop Punching Yourself: This Special Move can be activated when an attacker performs an Arm (Weapon) Lock Power Attack. If the Lock is successful you may immediately make d3 attacks on the locked Jack/Beast. Use the attacking Jack/Beast’s MAT to hit and the locked Target’s STR for Damage rolls. Stop Punching Yourself to-hit and damage rolls may be boosted. The Stop Punching Yourself attack(s) are considered Melee attacks.
• Jujitsu Strike: When performing a normal strike play this token/card to activate this Power Attack. (a player must pay one focus/fury to perform the attack and sacrifices all initial attacks) A successful Jujitsu Strike must hit and cause damage. If target is damaged it is Disrupted (if target is a Jack) or cannot have Fury Leached or Reaved (if target is a Beast)
• Crane Kick: Does not require Focus or Fury to activate. Crane Kick gives a Jack or Beast Defensive Strike when played. If target is hit by this attack it is pushed d3” directly away in addition to any damage or affect caused by the attack. Only one Crane Kick token/Card can be played on each Jack/Beast a turn. (i.e. you cannot play multiple Crane Kicks on the same Jack/Beast in the same turn)
• Sweep the Leg: When performing a normal strike play this token/card to activate this Power Attack. (a player must pay one Focus/Fury to perform the attack and sacrifices all initial attacks) If the Sweep the Leg attack causes damage to the target mark off one movement box (marked M) from a Jack. Beasts apply one extra damage point to the Body spiral. Beasts and Jacks affected by this attack are also knocked down.
• Elbow Drop: When performing a normal strike against a Knocked Down opponent play this token/card to activate this Power Attack. (a player must pay one Focus/Fury to perform the attack and sacrifices all initial attacks) Elbow Drop gives the damage roll for the melee attack Armor Piercing against the Knocked Down target. P+S for this attack is equal to the STR of the attacker. Once the move is complete the attacking Jack/Beast is knocked down.
• Cow Tipper: Attacker plays this token/card when performing a Slam attack against a target that has a friendly Jack/Beast in base to base (B2B) contact with it and directly opposite of the active attacker. This allows the attacker to Slam a target larger than its base, including Colossals. If the Slam attack is successful do not roll distance slammed but move target figure to the opposite side of the friendly B2B Jack/Beast. Target model is Knocked Down.
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Post by Rios on Oct 19, 2012 21:12:21 GMT -6
Unfortunately I cannot make it on this date I have testing for a new career that day..sorry guys I really want to play in this format.
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Post by shintaibane on Oct 19, 2012 22:35:07 GMT -6
Wish you could make it. We may try this again in the summer when the food bank could use a restocking.
Or at worst if it is popluar we will give a run sooner.
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Post by Rios on Oct 22, 2012 3:00:03 GMT -6
Well I'm hoping the training will be early morning and I can make it afterwards
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Post by shintaibane on Nov 19, 2012 11:04:36 GMT -6
Well, the drive was not successful but testing the rules for King of the Ring went well. It was is fun senario/format and playing a few games I think I have a couple of changes to make to give this another go.
I will post new changes to the rules post here. Basically it will be clarifying some points (caster/unit/solos cannot score "tosses" by using feats, spells, or attacks, unless they are a warjack or beast being the biggest clarification), I will also be eliminating some special moves and possibly adding one or two, changes on how to "purchase" moves and putting time limits for matches.
If anyone is interested at future meetings to give this a test run I will bring my stuff in and give it a play.
We may try this as an event on a different date so stay tuned.
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