Setup
One team chooses to be the Aggressor. They select up to 5 members on their team to participate. Defenders choose 4 members. Defenders start in any zone with a number. These numbers represent magical cannons used to hinder the other team. Defender decides what type of cannon is at the start of the Scenario.
Special Rules
Cannons: Cannons take 3 forms; Ooze, wind and fire. Successful 'attacks' have different effects depending on the cannon. Ooze prevents character from leaving zone until overcome. Wind knocks character back a zone. Fire inflicts stress.
Defenders may not directly oppose the other team, they must rely on the cannons. Each team member may either fire a cannon, or move to a different cannon.
Scoring
Each time an aggressor reaches the end zone they score a point and that team member is returned to the start zone. This Scenario is played for 10 rounds then the aggressor team and defenders switch.
Zones
Blue - Aggressor Starting zone.
Red - Aggressor end zone.
# - How many cannons the zones start with.
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