[MR] Ret. 2 Troy Heavy Scenario Rules

Jonathan Blackbow jonnyb70 at hotmail.com
Tue May 22 10:45:12 PDT 2001


Rules subject to change on site if conditions warrant.

Regards,

Jonathan Blackbow

Rules
For Return to Troy I

GENERAL RULES:

A.  All Scenarios shall start as close to On Time as possible.  If one team 
is ready and one team is not, in a timely manner (marshal's discretion), the 
offending team will be penalized three minutes.  Good and sufficient notice 
of time (i.e., "5 minutes until starting") will be given by the marshals.  
Teams do not have to field the entire five fighters at scenario start but 
cannot change members except as noted in rule C.

B.  Teams shall ideally consist of Five heavy fighters with no more than one 
belted or crowned fighter per team.  Team sizes may be changed onsite.  
Archers will be set up on one side or the other, consistently throughout the 
scenarios. i.e., if the archers are set up as attackers for the first stage, 
they will remain as attackers throughout the day.  They will not be switched 
from attackers to defenders within the scenario.  At least two of the heavy 
fighters of a five-man team must fight with a non-shield form.

C.  Teams shall be set at the beginning of the day.  If a team finds it 
necessary to change members, that team shall be penalized one minute per 
team member changed from the original, per scenario.  i.e., if Team Q 
consists of members A,B,C,D, and E, and D and E drop out after the first 
scenario, then team Q may either continue with A,B, and C and not be 
penalized, or they can add members F and G, and be penalized two minutes for 
the next scenario.  After that they will be considered to be the original 
team.  (therefore if D and E change out with F and G again, another two 
minutes will be penalized for the next scenario.)

D.  To save the "can you hit through THIS space" question - if you can reach 
it, you can hit it.  Except where "outer" walls are indicated, i.e., the 
outside edges of any structure.  Windows, portcullis latticework, structural 
reinforcement, etc, are all considered as engageable.

E.  To save the "are we engaged" question:  YES. Use common sense in 
delivering your blows if the person isn't actively defending himself from 
you.  If you're engaged and somebody hits you and you think they might have 
thrown it light on purpose, ASK.  Don't blow it off.  I.e, if you're near a 
structure, you're engaged.  If you're in the open field, normal engagement 
rules apply.  Abuse of this rule will result in time penalty being added to 
the offending team at one minute increments.  Marshals are given notice that 
they are required to be as impartial at this as any other marshallate 
activity.  Fighters are invited to bring any perceived favoritism on the 
part of the marshals to the attention of the MIC.

F.  Teams shall attack each scenario one time and defend each scenario one 
time.  Assuming there are enough teams, every effort will be made to make 
sure no two teams fight each other more than twice.  If an attacking team 
forfeits a scenario, their time shall be recorded for the attackers and 
defenders as the maximum for the scenario.  If a defending team forfeits, 
the attackers will be credited with a completion time of one minute.

G.  Teams may forfeit one scenario (ONE ATTACK or ONE DEFENSE) and remain 
eligible for any placement consideration.  I.e., forfeiting more than one 
scenario will cause the team to be removed for purposes of winning.

SETUP

A0(D1)	A1	A2 		B1/B2		C1	C2		D1

A0-A1-A2.  Ship/Docks / Drawbridge/Portcullis (15 min. timed, resurrection)

Defenders may engage on the docks.  After dying, Defenders must retreat 
behind the Drawbridge where they will automatically resurrect.  They may not 
come back out in front of the Drawbridge after dying.  When they die behind 
the Drawbridge they must retreat behind the Portcullis where they 
automatically resurrect again.  They may not come back out in front of the 
Portcullis.  Attackers must retreat to the last "held" obstacle to 
resurrect, i.e., if they aren't holding the drawbridge they must retreat to 
the ship.

Drawbridge:  Must come down.  Two ways only to do this.
1) attacking spearman or polearmsman may hook the bridge and bring it down.  
If this option is chosen, the attackers do not need to wait until all the 
defenders are dead.  Once the drawbridge hits the ground all defenders 
remaining outside the drawbridge will be considered dead.

2) If the attacking team does not have a spearman or polearmsman, there will 
be a spear or other long hooked pole nearby (preferably held by a marshal) 
to let the attackers hook it down with.  The person holding the pole and 
lowering the drawbridge may be shot at (if the archers are defending) but 
may not be attacked.  The hook may not be interfered with.  The drawbridge 
may not be interfered with.  The person trying to lower the drawbridge may 
not make the attempt unless he/she is not engaged.  i.e., you can't grab the 
pole until there's nobody trying to attack you.  This means that the 
attackers may not lower the drawbridge until all defenders in front of the 
drawbridge are dead.

Portcullis:  must be raised by hand.  May not be interfered with by the 
defenders.  hands being used to raise the portcullis may not be attacked.  
other body parts may be attacked as normal.  Once the portcullis is fully 
up, defender resurrections will end.  May not be dropped back down.  
Thrusting tips will probably not fit through the portcullis latticework but 
if it is determined by the marshal that such attempted action has 
significantly interfered with raising the portcullis, a hold will be called, 
the portcullis will be raised by the marshal, and lay on will be called.  
After the portcullis is raised, time will be called when the last defender 
is dead.

B1.  Tavern:  10 min resurrection (to be fought if attackers win series A)

Attackers:  it's their job to get into the tavern and grab the keg (flag) 
and get it out.  Defenders - it's their job to stop them.  Resurrection 
flags for each team remain in place.  Defenders resurrection flag will be 
about ten feet from one door; attackers res flag will be about fifty feet 
from the other door.  Attackers' flag cannot be knocked over.  Attackers 
must go through the tavern to get to (knock over) defenders' resurrection 
flag.  Any defender who is dead at the time resurrections end may resurrect 
that last time.

B2.  Jail:  10 min resurrection (to be fought if defenders win series A 
(hold for entire time).

attackers from series A are inside jail.  They start with TWO fighters armed 
and fighting.  Defenders start with THREE members of their choice (and the 
archers) but neither of them can be the team captain.  At one minute 
intervals after that, each team will add one fully armed member.

OBJECTIVE:  once an attacker touches the defenders' resurrection point, 
resurrections for that team will end.  Attacker's res point is inside the 
tavern.  Defenders' res point will be outside the tavern within 75 feet.

C1-C2.  Postern Gate / Castle (15 Min resurrection)

"Slugfest 101"

Attackers:  get in, knock down the resurrection flag, kill all defenders.
Defenders:  have to stop them.  Start at postern gate, retreat to castle as 
you die.  Once the defenders' resurrection flag is touched, their 
resurrections end.  Any defender who is dead at the time resurrections end 
may resurrect that last time.

D1.  Docks/Ship (10 minute resurrection)

Starts "outside" portcullis, teams lined up.  Drawbridge is down.  Objective 
- to get all five heavy team members back to ship.  Resurrections:  
Attackers (the ones trying to get to the ship) start just outside the 
portcullis on one side, Defenders (the ones trying to stop them) start just 
outside the portcullis on the other side.  Once the first defender (heavy or 
light) makes it onto the ship, alive, the defenders' resurrections will end. 
  Alive means defender can be armed/legged and still be considered live for 
game purposes.
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