What: Dystopian War Tournament
When: July 14th, Saturday; sign up at 11:00am, tournament starts at 11:30am
Where:
The End Game Center 722 West Rio Road, Ste. 8, Charlottesville, VA
Cost: $10 registration
Prize:
1st, Admiral- 40% of the Pot
2nd, Rear Admiral-30% of the Pot
3rd, Captain- 20% of the Pot
Winner of the Free for All, Commander- 10% of the Pot
The entry fee will be 10 dollars
Rounds: Three (two 600 point matches and a 900 point match)
Cards: Yes, each game will have one set of cards
Timeline:
11:00 am; Open Doors & Signup starts.
11:30 am; Pairings decided and Round 1 officially starts, with 90 minutes for time
12:45 pm; 15 minute warning
1:00 pm; dice down, Round 1 Finished, and start of Lunch Break
2:00 pm; Pairings decided and Round 2 officially starts with 90 minutes for time
3:15 pm; 15 minute warning
3:30 pm; dice down, Round 2 Finished
3:45 pm; Pairings decided and Round 3 officially starts with 150 minutes for time
6:00 pm; 15 minute warning
6:15 pm; dice down, Round 3 Finished
6:30 pm; Winners declared and prizes handed out
Missions:
-Round 1: Get the Gold!, 600 points any core fleet-
Table: 4x4, terrain is six hills on the sea, one in each deployment zone and four across the map. On each island is a portal the use the rules in the main rulebook.
Objective: There are four tokens placed on the board, each 12 inches away from each of the table corners. These lie on the surface level and can only be claimed by a model on the surface level*. Each token is worth 100 VP if held by the end of the game.
End Game: The game comes to an end when time is called after 90 minutes, your opponents fleet is completely wiped-out, or at the end of turn 4.
-Round 2: Catch the Captain!,600 points any core fleet-
Table: 4x4, terrain is six hills on the sea, one in each deployment zone and four across the map. On each island is a portal the use the rules in the main rulebook.
Objective: Capture the enemy's commodore
End Game: The game comes to an end when time is called after 90 minutes, your opponents fleet is completely wiped-out, you capture the enemy's commodore, the enemy's commodore is killed, or at the end of turn 4.
-Round 3: Annihilate them All!, 900 points naval or air core fleet-
Table: 4x6, terrain is six hills on the sea, one in each deployment zone and four across the map. On each island is a portal the use the rules in the main rulebook.
Objective: Get as many VPs as you can before the end.
End Game: The game comes to an end when time is called after 90 minutes, your opponents fleet is completely wiped-out, or at the end of turn 4.
To proceed to the third round one has to win or tie their previous two matches.
-Free for All, 900 points naval or air core fleet -
Table: 4x8, One large bunker complex in the table's center, otherwise no terrain.
Objective: Control the Bunker at the end.
End Game: The game comes to an end when time is called after 150 minutes or all your opponents’ fleets are completely wiped-out.
Bunker Stats:
HP: 9
DR: 6
CR: 11
AA: 6
MARs:
Indestructible
Invincible
Reboutable
Security Posts
Extended Range
Weapons Profiles:
Bunker Guns=13/11/8/6 90 degree arc
Whoever has AP in the bunker after everyone else has completely activated can choose to use the bunkers defenses to fire its guns, until it is destroyed. In addition anyone controlling the bunker can use its AA to defend against a boarding assault, until it is destroyed.
For anyone who did not progress to the third round there will be a free for all event to play in.