ACTA-Battle on the Rim (Tourny Pack)

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    Battle on the Rim

    ACTA Tournament Pack

    October 13th, 2007

    At the edge of space!

    Mongoose Publishing Presents

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    Battle on the Rim

    A Call to ArmsTournament Pack

    Welcome to Battle on the Rim, an official tournamentfor A Call to Arms second edition, the game of spacecombat in the Babylon 5 universe. Even if you do notattend the tournament itself, you are welcome to usethese rules as guidelines for your own tournaments atclubs and conventions.

    Tournament Overview A new system, Athena 197, has been discovered on theRim, far from known space. Its worlds are home to avariety of indigenous races, though known have achievedhigh technology. Unfortunately for them, their worlds arerich in Quantium-40, an ore vital for the construction of

    jump gates and with many governments expanding theirinterests throughout the Rim, this is a discovery too goodto pass up.

    Each government has dispatched several fleets with theintention of securing a claim on Athena 197 and thougheach has expressed peaceful intentions for the region, manyfleets have secret orders to grab the territory at any cost.

    The future of Athena 197 and its inhabitants is in yourhands. Will you fight off the other governments andestablish a rule of law, order and fairness? Will you actpurely in the interests of your own people? Or will yourfleet be scattered in pieces throughout space, a merefootnote in the history of great admirals and heroes?

    Playing the GamesEach entrant will compete in four games. After each game,you will record your results and inform the TournamentCo-ordinator before the next round of games is due to

    start. Your opponent in the first game of the tournament will be determined randomly. The three subsequent games will match players according to how well they did in theirprevious games, pairing off the two current highest scoringplayers with each other, then the next two highest scoring,and so on. However, you will never play the same opponenttwice during the tournament.

    Every game will be played on a 6 by 4 table with fixedstellar debris. Players must provide all other materials fortheir games. You must also bring along a copies of the Callto Arms rulebook and Fleet Lists, and any rules updatesthat are relevant to your fleet. Rules updates from our website or Signs & Portents may be printed out.

    You Will Need

    You must bring the following items with you on the day ofthe tournament.

    The Call to Arms rulebook and Fleet Lists, plus anyrelevant rules updates

    Your fleet, either as miniatures or counters (AoG Fleet

    Action miniatures are acceptable) Two copies of your Fleet Roster This tournament pack Pen, paper and dice Tape Measure Some money for food, drink and a few new A Call to

    Arms goodies from our store!

    Tournament Schedule

    Start End Schedule9:00 9:30 Entry, Registration and

    Shopping!9:30 11:00 First Game11:15 12:45 Second Game12:45 13:15 Lunch, Hassle Mongoose Staff 13:20 14:50 Third Game15:00 16:30 Fourth Game16:40 16:50 Awards Ceremony 17:00 Doors Close

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    Winning and LosingThroughout the tournament, you will earn points invarious categories. The winner of the tournament will bethe player with the most points overall. In the event of atie, the player with the most Admiralship points will win.

    Points will be earned as follows.

    Admiralship As you win more games throughout the tournament, you will gain Admiralship points, a reflection of your rawgaming ability. This will have the most effect on whereyou end up in the tournament rankings. Admiralship isscored as follows. The maximum possible score over thefour games is 80 points.

    Game Result Victor Vanquished Draw 10 10

    Win by less than 10 VPs 13 7 Win by 10 or more VPs 17 3 Win by 25 or more VPs 20 0

    You will be warned ten minutes before a game must endand from this point you must finish the game with thecurrent turn. Victory Points will be calculated from thispoint as normal.

    The Gentlemans AwardThings can get a little. . . tense during tournament gamesand it always pays to keep a cool head. To encourage this,

    players will rate each game according to how much theyenjoyed it after all, the whole point of the tournament isto have fun!

    You will rate each game youplay as Poor, Good or Great.If you do not rate any game, it

    will be assumed it was a Goodone. For every Good gamerating you gain throughoutthe tournament, you will earn1 point. Every Great gameearns you 2. A Poor game

    will earn you nothing butthe added attention of the

    judges...

    Please note that we will bekeeping an eye on how playersare marking each otherthroughout the tournament,so expect a judge to pull you

    to one side if you continually mark players either very wellor very badly.

    The maximum points available in this category is 8, though we expect every player to score at least 4. Remember, youare here to have fun!

    Questions During PlayThe whole point of the tournament is to play a few games,have fun and meet with other people who share a love of

    A Call to Arms. That said, even the most well manneredgamers can have a difference of opinion in what a ruleactually means, especially when their fleet is at stake!

    To avoid arguments, you are advised to consult therulebooks during play. There is absolutely nothing wrong

    with politely asking your opponent to point out any givenrule or statistic in order to make sure the game is beingplayed according to the rules. If you can resolve any rules

    dispute between the two of you, both will enjoy the gamea great deal more.

    If you need to call a judge over to resolve a dispute, you aremore than welcome. However, for good or ill, the judgesdecision if final. Arguing with a judge is a Bad Idea.

    Tournament Fleets Your fleet roster (of which you must bring two clear andlegible copies) must list every ship within your fleet andany additional items or options that you have selected.

    Your fleet must obey the following restrictions:

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    Your fleet will comprise five Fleet AllocationPoints at Priority Level: Raid. However, beaware of the battles you will have to fight on theday.

    Your fleet may have no more than eight ships.Fighters are not limited in any way.

    You must have a painted miniature or counter forevery ship in your fleet. Agents of Gaming Fleet

    Action miniatures may also be used. Players must choose fleets from the Fleet Lists

    book. A mixed League fleet may use one Hurr Gunship,

    Lumati Transport and/or Ipsha War Globe. Nofleets may use the Technomage Pinnace this time sorry!

    Earth Alliance fleets of the Third Age and CrusadeEra may use the Tantalus from Signs & Portents.

    All ships have a Crew Quality score of 4. ISA,Gaim and Vree ships get their usual bonuses.

    Scenarios You will play four scenarios, in the following order. Allfleets will comprise five Fleet Allocation Points at PriorityLevel: Raid, and Stellar Debris will be placed on the tablefor you.

    1. Space Superiority An enemy fleet has been detected, and you must fightto maintain control of space, either to defend claimedterritory, or as part of a devastatingpre-emptive strike (you fiend).

    2. Call to ArmsThe fighting has begun in earnest!Fleets clash in disputed space asthe politicians eagerly seek anadvantage from which to presstheir territorial claims.

    3. Rescue A rival government has started totransport Quantium-40 out of thesystem, but its convoy suffered abrutal ambush. If you can gain

    control of this prize, you can startanalysing which planets in thesystem have the richest strains ofore.

    Either yourself or your opponentshould place a suitable objectiveship in the exact centre of thetable.

    4. PlanetfallThe heaviest concentration of Quantium-40 has beenlocated, and fleets move in to seize the prize! Whoevercontrols the planet at the end of the game will have gaineda valuable foothold in the system, hopefully leading tooutright ownership of territory after all, possession isnine tenths. . .

    A planet will be supplied for your table, which must beplaced in the exact centre.

    Experience and Folly Your ships and crews will have a chance to grow and berefitted for war as the tournament goes on, allowing themto fight more effectively later in the day if they survive!

    After every scenario, you may choose one of your shipsthat survived the battle. You may immediately roll on theRefits table for your fleet. If none of your ships survived

    the battle, you do not get this bonus!

    After each scenario, all your ships are either replaced orrepaired completely. However, if a ship that received aRefit is later destroyed, that Refit is lost as the ship will bereplaced by another.

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