Artifacts
Before we start:
- There will be up to 15 artifacts, distributed around the game area.
- The hosts start from their respawn areas, on the opposite sides of the game area.
The goal:
- To gather up as many artifacts as possible.
Bonus points:
- None.
Conditions:
- Artifacts can be operated or removed from their spawn locations only by characters of the Wizard class (artifact is inside a magic circle).
- Inactive artifact will be red and can not be moved. To activate an artifact a Wizard must turn it upside-down and back and set it back down inside the circle. An artifact that is activating is yellow and can not be moved. Approximately after 10 minutes after activation, the artifact will turn green and can be moved out of the circle.
- If the artifact is green and is not in a magic circle (any more), anyone can carry it.
- To score, the artifact must be transported to the host starting location during the contest.
- As long as the artifact has not reached the starting location of a host, it can be looted.
- Both hosts spawn every 15 minutes from their respawn areas.
The action:
- Free.
Victory:
- Capture more artifacts (score points) than the enemy.
Duration:
- 60 minutes.
Decoys
Before we start:
- One host is designated defenders
- The other host is designated attackers
- Defenders have a true objective that they can not abandon or reposition after it has been positioned
- Defenders also have 3-5 decoys (visually identical to true objective) that they can freely reposition
The goal:
- Defenders - distract and delay the attackers using decoys while defending the true objective
- Attackers - identify and capture the true objective while destroying decoys
Bonus points:
- +10 victory points to the defenders host for every decoy that remains on the battlefield at the end of the contest
- +10 victory points to the attackers host for every decoy that is destroyed
Conditions:
- The objective is considered controlled when there are no enemies nearby and at least one friendly player touching the objective
- Objectives (both true and decoys) can only be positioned on a road or open area
- The defenders designate a true objective and it's location at the start of the contest and can reposition it only once during the contest
- Defenders can freely reposition decoys during the contest
- The attackers enter the contest 10 minutes after the defenders
- A decoy that is held by attackers for more than 10 minutes in a row, is destroyed
The action:
- Free
Victory:
- The host that controls the true objective at the end of the contest wins
- The contest is a draw if neither host controls the true objective at the end
Duration:
- 60 minutes
Road Rush
Before we start:
- In the middle of a wider road or narrow field is a GM or a REF.
- On both sides of him, at equal distances is a border mark.
- Behind the border mark is the respawn point of a host that includes the host flag. Capturing the host flag is not possible during this scenario.
The goal:
- To transport the GM over the border mark of the enemy.
Bonus points:
- None.
Conditions:
- The GM in the middle of the road can be moved by touching him and asking him to come with you. The GM will follow the player at a slow walking pace, while the player is alive and touching him.
- The GM moves only on the road.
- Both hosts have unlimited respawns.
The action:
- Free.
Victory:
- Your host wins, as soon as the GM passes the opposing hosts border mark.
Duration:
- Until one host wins.
Treasure Chest
Before we start:
- The host who’s task it will be to transport the treasure chest will be chosen by flipping a coin.
- Alternatively mercenaries may have the treasure chest and both hosts will try to capture it from them.
- The treasure chest will be highly visible and readily recognizable.
The goal:
- The initial owners of the chest must transport it to a designated area via a route that may or may not be predefined (according to GM's ruling before the scenario).
- The attacker(s) (the other host(s)) will have to hinder them and by chance, capture the treasure chest and bring it to their starting point
Bonus points:
- 20 bonus points if the hosts flag-bearer stays with the chest till the end of the scenario.
- If the chest is captured the new bearers get the same bonus if they have a host flag (either theirs or opponent's) with them and that flag remains with the chest till the end of the scenario.
Conditions:
- The treasure chest may not be opened before the end of the scenario.
- The treasure chest's appearance may not be covered or modified.
The action:
- Free.
Victory:
- If the initial owners of the chest manage to transport it safely to the endpoint, they win.
- If (one of) the attackers manage(s) to bring the treasure chest to their starting point, they win.
Duration:
- 60 minutes or until one host wins.
Juggernauts
Before we start:
- Both hosts choose a Juggernaut, who is marked with a special tabard or ribbon and given a special weapon (an oversized club, mallet, or a polearm).
- Both hosts choose two saboteurs, who are marked with a special tabard or ribbon.
- Both hosts will be given two control points. The locations will be specified on host briefing.
The goal:
- To kill more enemies and avoid the enemy Juggernaut.
- Prevent the control points from running out of time.
Bonus points:
- 25 points if the winning host has more than 10 minutes left on both of the control timers.
Conditions:
Juggernauts
- Juggernauts can not fight or hinder each other.
- Juggernauts are invincible and invulnerable except to saboteurs.
- Juggernauts can only use the weapons given to them by the GM's.
- Juggernauts can only attack members of the opposing host.
- Juggernauts weapon is considered a "big stone" (when struck - hit points will be reduced to zero regardless of armor; when blocked with a shield - the blocker is unconscious for 5 minutes; when blocked with a weapon - the blocker can decide either to throw away his weapon as far as he can or be unconscious for 5 minutes).
- Saboteurs have 1 hit point, can have no armor and only use one one-handed weapon but they are invulnerable to Juggernauts.
- Saboteur can disable a Juggernaut for 1 minute, by hitting it with his weapon.
The Juggernaut will remain disabled even after that time if a saboteur is touching it with his weapon. Once 1 minute is up, the Juggernaut will reactivate as soon as saboteurs weapon is removed. - Both hosts respawn every 15 minutes at their starting point.
Control points
- In every control point a timer is started at the start of the contest. The timer duration is 15 minutes.
- If the timer reaches zero, the control point is "dead".
- If both control points of one host die, the contest is over and the opposing team is declared winner.
- Control timer stops if there is at least one alive contest participant (regardless of host) within its vicinity.
- Control timer starts again (from where it stopped) as soon as there is no one near it.
- Control timers can not be stopped by Juggernauts or Saboteurs.
The action:
- Both hosts start at the same time from different sides of the game area.
Victory:
- The host that manages to kill more enemies, wins the scenario.
- If both control points of a host "die", the opponents win the contest.
Duration:
- 60 minutes.













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