Episodes
Wednesday Jan 01, 2020
[Battle Royale / Hunger Games] Side Event Rules
Wednesday Jan 01, 2020
Wednesday Jan 01, 2020
As requested here are the rules I used for our Hunger Games side events. Enjoy!
Imperial Assault Hunger Games Setup:
- Pick a massive map, we used Lothal Wastes for 6 players and we used the Temple Gardens map at our IACP Regional Side Event for 9 players
- Place crates around the map evenly using objective markers or just per large tile. The more you want your players to fight over them the fewer crates you should have.
- Place terminals around the map (in our game they did not become active until after the first death, but I don’t think it makes much of a difference)
- Place a deployment token in the middle of the map. Note that it doesn’t matter if things are not evenly spaced or placed “fairly” as we really want to force conflict.
- Teaming up/forming alliances is allowed but only one player can win the game.
Hero Selection and Rules
- Each player chooses one campaign hero from the full roster available and is seated in selection order around the table. We never pass initiative in this variant as the players simply continue activating in order until only one is alive.
- Heroes are chosen in reverse placement order in the main event (Lowest finishing player has first choice and initiative).
- Note that the Hero Stats Are Important!
- Strength – Perform a strength test and if successful you may roll one red die to deal that much damage to an adjacent hostile figure.
- Insight – When looting a crate perform an insight check (see crate rules)
- Tech – Interact with a terminal and perform a Tech check (see terminal rules)
- Heroes do not start with any class ability cards or weapons and do not become wounded. Wounded heroes are defeated and their items can be looted from their corpse until they would start their next activation.
- Heroes may spend an action to trade one item.
- Heroes start the game FULLY STRAINED. They may rest as normal but do not recover health when resting (Onar gets his +2 still, and item cards still work)
- Heroes have the same item limits and carrying capacity as in campaign, any extra equipment is discarded.
Crates Rules:
- Heroes may interact with an adjacent crate to loot the items inside.
- Perform an insight check when interacting with a crate.
- Always randomly draw one card from the supply deck
- Spend a success to randomly draw from the item decks.
- Tier 1 Items: 1 success
- Tier 2 Items: 2 success
- Tier3 Items: 3 success
- Crates that have been looted are immediately discarded.
- At the end of each round roll a die to spawn new crates (we used a green die for 6 players and a red die for 9). Divide your map into a number of regions (we had 9 for Lothal Wastes and Temple Gardens) and randomly airdrop each new crate.
- After half the heroes have been defeated, crates are replaced with bombs. Bombs explode at the end of the round during which they arrived, dealing 1 red dice worth of damage to all figures in that region.
Terminal Rules
- Heroes may interact with a terminal and perform a Tech test. The exact type of Terminal should be varied (and their use is optional, although it helps balance some of the heroes). Do not reveal to the players what happens until they perform the test.
- Automated Defence Terminal
- If the Tech test is successful, you may choose one of the following results
- immediately roll 1 red die and deal that much damage to a hero of your choice on the map.
- Deal 1 damage to all other heroes on the map
- If the Tech test fails, and the terminal has NOT been successfully activated yet nothing happens.
- If the Tech test is successful, you may choose one of the following results
- Automated Defence Terminal
- If the Tech test fails, and the terminal HAS been successfully activated at least once (by any hero) you take one red die in direct damage.
The last player standing wins!
Optional Rules if Players are TOO PASSIVE!
- At the end of each round, each player who does not have a Kill Token (from defeating another player) takes one (or more, depending on organizer) strain.
- Bomb Crates are not removed at the end of the round, eventually resulting in few safe areas.
- Increase the damage dealt by Automated Defence Terminals to one red die for each success.
Version: 20240320
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