Summer 2015 Infinity League
Factions
- Participants in the League will be divided into two factions as follows:
- Human Sphere
- Combined Army
- Ben
- Kyle
- Kris
- Derrick
- Dustin
- Emergency substitute for either side: Spud
- Forums: Each faction will have a private forum set up for covert planning and strategizing. However, background and debriefing posts should be posted in the public area where all players and other community members can enjoy them. :)
- Commanders: Each faction must elect a Commander who will have overall decision-making and dispute-settling authority within the faction. Commanders will have a number of duties as indicated below, and are generally encouraged to serve a leadership role in promoting strategic discussion and getting lazy butts into the store. :P
List Construction
- Game Size: Unless otherwise indicated, all missions will be played with 300pt armies
- Army: Each player must choose a generic faction or sectorial army at the start of the league. All armies they create during the league must use this generic faction or sectorial army.
- Character Death: Character models and Allies (see Campaign Rewards, below) in each player's army who end a game in the Unconscious, Dead, Sepsitorized, or Seed-Embryo state are subject to the rules for character death (see Appendix 1, below).
- Mercenaries: The use of Mercenary models is permitted to all players during the league. Generic faction armies may take any number of mercenary models that will work for their faction, while Sectorial armies may use a maximum of one Mercenary model (or bundle of models, in cases where they are purchased as a group).
- Spec-Ops: At the start of the league, each player will create a Spec-Ops model using the rules in Campaign Paradiso (or by creating a Spec-Ops model in any legal army builder such as Army V).
- XP: Over the course of the campaign, players will earn XP to upgrade their Spec-Ops models.
- The initial XP budget for Spec-Ops is 8XP.
- 2XP will be awarded to any player who posts a character background by June 23rd.
- The CPs scored by each player on that round's Mission will translate directly to earned XP for their Spec-Ops. So if you end your mission with 4 CPs, your Spec-Ops will gain 4 XP to spend on upgrades.
- 2XP will be awarded each week to any player who posts a debriefing of their mission in the appropriate thread. Debriefings are due one week after league night.
- XP Refunds: As per the rules in Campaign: Paradiso, a Spec-Ops model is limited to 3 purchased equipment and 3 purchased abilities. For our campaign, once a player has reached one of these limits, they may refund one of their previously-purchased upgrades in order to make room for a newly-purchased option.
- Spec-Ops Medical Care: Spec-Ops models always roll on the Death charts as if a Doctor and Baggage model were present.
- Spec-Ops Death: In the event that a Spec-Ops model fails its Medevac and/or Cubevac rolls at the end of a round, its owner may choose one of the following:
- Re-Clone: If the Spec-Ops model was equipped with a Cube, it may simply revert to the XP loadout it had before the mission where it died by having its backup restored into a new cloned body. No XP will be earned that round due to CPs scored in the mission (since the Spec-Ops model does not remember participating in it), but XP for writing a Debriefing may still be added (as the Spec-Ops has adequate clearance to read said report and learn from it).
- Replace: If the Spec-Ops has no Cube or if the player simply chooses not to continue using it, they may recruit a new Spec-Ops to replace the deceased one. The starting XP total for a replacement Spec-Ops is:
- 5 starting XP
- +2XP if you write a character background for the new Spec-Ops
- +3XP for each previous round that your army completed a mission
- +2XP for each previous round that you completed a Debriefing report on time
- Note: this means that if you've been doing spectacularly poorly in missions, your Replacement Spec-Ops may end up with more XP than the character she is replacing. :)
- No Army Advancement: The rules for "Military Specialities" will not be used during this League. Players will have enough other crap to keep track of. :P
Round Structure
- League Nights: The league will contain four normal rounds followed by a mega battle. League nights are as follows:
- Week 1: June 30th
- Week 2: July 14th
- Week 3: July 28th
- Week 4: August 11th
- the data of the mega battle will be decided by a vote on Week 1.
- Mission Sites: One week prior to each league night, five missions will be posted, labeled "Site A" through "Site E". Each mission will feature a different scenario and special rules, and it will be up to each faction to decide which player they will assign to each Site.
- Assigning Missions: Players can discuss which mission they wish to attempt in their faction's private forum. On league night, each faction's Commander will finalize the mission assignments for his faction (along with any Campaign Rewards being applied to each Site) and submit them in secret to Spud. Spud will then reveal all matchups to the assembled players.
- Go-Time: Games will start by 8:00, and must be finished by 10:00. Players who fail to complete their games by 10pm will be subject to Spud's whining.
- Scoring: The results of each Site's battle will determine the overall score for each round as follows:
- The total CP score at each Site will either result in a Victory for one player, or a Draw.
- Each faction will score one League Point for each Victory they achieved during that round. A Draw awards no League Points to either faction.
- The faction with the most League Points at the end of five weeks will be declared the winner.
- At the conclusion of the Mega-Battle, the losing faction as a group must pool together to purchase one round round of celebratory beverages for the winning faction. The winning faction is also entitled to one Tacky Eighties Sky Punch as a group.
- Requisition:
- In addition to counting toward the final league score, the League Points earned by each faction in a round will earn a number of Requisition Rewards for that faction. See "Campaign Rewards" below.
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Mission Structure & Campaign Rewards
- Each mission during the campaign will be classified in one of three ways:
- Attack/Defend: One faction will be designated as the Attacker and the other as the Defender. Each player has separate objectives. During play, the Attacking player is always considered to have won initiative and chosen to keep the first turn. Deployment edges will frequently be pre-determined, but if not, the Defending player will choose.
- Balanced: Both players have the same list of objectives and will determine initiative normally.
- Black Ops: A special type of Attack/Defend scenario that pits a single Spec-Ops model against an entire enemy army. Both armies in a Black Ops mission are subject to additional rules that will be posted along with the scenario.
- Campaign Rewards: In addition to the League Point that is available at each Site, each campaign mission will also note a Campaign Reward that is up for grabs at that site. Campaign Rewards do not automatically go to the winner at that Site; rather, each Reward will generally be tied to a particular side objective. Campaign Rewards fall into four categories:
- Salvage: When a player earns Salvage, he rolls on a provided chart to determine its contents-- generally an ability, equipment, weapon, or ammunition type. Once the Salvage contents are identified, they may be purchased by any one Spec-Ops in the faction at any point in the campaign at a cost of 2xp. The player who earned the Salvage has the first opportunity to purchase it; if they decline, the faction may squabble over it as they like, with the Commander ultimately having the final say over who will be able to purchase it.
- Ally: When a player earns an Ally, they will be given a model and an associated statline to use for that Ally in any subsequent campaign missions. The Ally must be attached to any one faction player's army. The player who earned the Ally has the first opportunity to claim it; if they decline, faction players may attempt to coerce and/or bribe the Commander, who has the ultimate say over who will receive the Ally. Once the Ally is assigned to a player, it will be added to that player's army each round without paying its Cost or SWC. If the Ally ends a mission in the Unconscious, Dead, Sepsitorized, or Seed-Embryo state, it will be treated as a Character and is thus subject to normal character death rules (see "List Construction", above).
- Resource: A Resource is a reusable bonus or ability that your Faction may use once per round for the remainder of the campaign. Most Resources apply their bonus to only one Site at a time; once earned by a faction, that faction's Commander determines which Site will be affected each round. This Resource allocation must be indicated when submitting the list of mission assignments to Spud. Only one Requisition or Resource may be applied to any given Site.
- Requisition: A Requisition is a one-time bonus that can be applied to the battle at one mission site. Like Resources, the use of Requisitions must be indicated when submitting player mission assignments on a league night. Only one Requisition or Resource may be applied to any given Site.
- Unlike other Rewards, Requisition is not earned by completing mission objectives. Instead, faction performance in each round will automatically earn a number of Requisitions for each faction as follows:
- 0 or 1 LP: No Requisitions earned
- 2 or 3 LP: 1 Requisition earned
- 4 or 5 LP: 2 Requisition earned
- Once earned, Requisitions must be spent the following week.
- Requisitions can be chosen when assigning players to mission sites.
- If two or more Requisitions are earned during one week, a different Requisition must be chosen for each one.
- The following Requisitions are available:
- Priority Reinforcements: One allied army at a chosen Site gets +35pts for list contruction for one mission. This does not increase the SWC available to spend.
- Priority Munitions: One allied army at a chosen Site gets +2SWC for list construction for one mission.
- Satellite Sweep: Choose one mission Site. At the end of game round 1 at that site, perform a WIP13 Discover roll against each enemy camo and TO marker on the board, and learn the number of undeployed enemy troops in Hidden Deployment and Airborne Deployment.
- Sniper Cover: Choose one mission Site. The area within 8" of the center line of the board at that site is considered hazardous terrain for enemy models. When an enemy model within the zone rolls a 20 on any D20 roll (except for Armor and BTS rolls) within the zone, it suffers a DMG 13 hit against its ARM.