Rapier Senarios

Open Field Scenarios

Warm Up: Single Sword Free-for-all

Victory Conditions: This is just a warm up. Everyone against everyone.

Repeat: No

Weapons:
Standard rapier weapons: YES – Single Sword
Combat Archery: NO
Spears: NO
RBGs: NO

Lives: Unlimited

Time: 5-10 minutes at the RMIC’s discretion

Physical Set Up: Open battlefield

Starting Points: Fighters start to spread out throughout the field.

Special Notes:
Resurrection points will be at either end of the field. Fighters can go to any resurrection point.

 

Take the Bridges

Victory Conditions: Attackers must cross the bridge and switch the pole to their color. Defenders must defend the pole for as long as possible. Winner is the one who completes the scenario in the shortest amount of time.
Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: NO
Spears: YES for the 1st and 2nd iteration only (HOT),
NO for the 3rd and 4th iteration (COLD).
RBGs: NO

Lives: Unlimited

Time: 10 minutes per iteration – or until attackers succeed.

Physical Set Up: 2 bridges. One bridge 3-5 ft. wide and one 9-15 ft. wide. Each bridge is about 12 ft. long. The target pole is set about 10 ft. back from the edge of the bridge on the defender’s side and centered between the bridges. Resurrection point for defenders will be about 20 ft. behind the target pole. Resurrection point for the attackers will be about 20 ft. back from the bridge on the attacker’s side.

Starting Points: Each side starts at their resurrection point.

Special Notes:
The target pole has 2 different colors, one at each end. The pole sits in a bucket or portable hole and must be removed and reinserted to be switched.

 

Deliver the package

Victory Conditions: The Attackers must deliver at least 1 of 3 packages to one of the three targets and explode it. The army that wins the scenario in the shortest time wins the victory point.
Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: YES (attackers only, unlimited arrows)
Spears: NO
RBGs: YES (attackers only, unlimited ammo)

Lives: Unlimited resurrections for first two iterations,
3 lives / 2 resurrections for any additional iterations.

Time: 20 minutes max per iteration.

Physical Set Up: There are 3 targets. Each target is a roughly 3 ft diameter circle. The targets are located in the castle. The defender’s resurrection point is inside the castle but far from the targets. The attacker’s resurrection point is outside the castle.

Starting Points: Each side starts at their resurrection point.

Special Notes:
Attackers: The attackers have 3 packages (about the size of a football). Any fighter on the attacker’s side can carry the package. The package can only be carried by a person with a free hand. Fighters cannot intentionally hide the package by tucking it under their clothing. If an attacker is killed carrying the package, they must drop the package on the ground and leave. Another attacker can pick up the package and continue to move it. To detonate the package, the fighter must get fully inside (both feet inside the circle) any one of the targets, and stay alive for 1 minute as timed by Marshall.

Defenders: The defenders cannot touch the package at all. They cannot pick it up or “push” it with their weapons. They can kill the attacker that is carrying the package. If the defenders can kill the attacker with the package while in the target before the 1 minute is complete, then the package is permanently diasabled.

 

Storm the Building

Victory Conditions: Attackers must get inside the castle and flip the flag to their color in the shortest amount of time.
Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: NO
Spears: YES (defenders in the castle only)
RBGs: NO

Lives: 1 life

Time: 10 minutes max per iteration.

Physical Set Up: The castle with one gate. The flag will be inside the castle.

Starting Points: ⅓ of the defenders must start inside the castle. The attackers start just outside the castle. The defender’s reinforcements (⅔) start far back (at a point to be determined) and must wait 1 minute, as timed by Marshall, before they can engage.

Special Notes: None

 

 

Capture the General’s Body (The McGuffin)

(This might be moved to Saturday if we run long)

Victory Conditions: Attackers must capture the General’s body and take it to their target. The Defenders must take the General’s body to their own target. Body must touch the target for the scenario to be finished.

Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: NO
Spears: YES
RBGs: NO

Lives: Unlimited

Time: 10 minutes per iteration.

Physical Set Up:

Open battlefield. Each side has separate targets and separate resurrection points on their side (TBD). Targets will be equally spaced from the battle lines.

Starting Points:

Attackers and defenders lines start 9 ft from each other. The body starts on the defender’s front line near the center.

Special Notes:

2 people are required to move the body (free hand must be available).

Broken Field Scenarios

Warm Up: Zombies!

Victory Conditions: Fight until the last human dies

Repeat: No

Weapons:

Standard rapier weapons: YES

Combat Archery: NO 

Spears: NO

RBGs: NO

Lives: All humans only have 1 life. Once you die you become a zombie with unlimited resurrections.

Time: Fight until there is only one human left.

Physical Set Up: Broken field

Starting Points: Zombies start at one res point. Humans at the other.

Special Notes:

The fighters will be broken up into two roughly equal groups. At the RMIC’s discretion, this may be MODs against the world, grant level and above rapier fighters against the world, or some other metric to evenly divide the fighters. One side will be assigned to be the zombies and one side the humans.

Zombies can only move at a slow walk, dragging one foot along the ground. Feel free to mutter “Braaaaaains”. Zombies do not take any wounds except for head shots, which instantly kill them. Once killed, zombies must go to the zombie resurrection point to come back to fight.

Humans can move normally. Humans take wounds normally. If you are killed as a human, you must go to the zombie resurrection point and come back as a zombie.

 

Capture the Flags

Victory Conditions: The attackers must flip all the flags to their color in the least amount of time. Defenders must defend the flags for the longest amount of time. If neither army wins the scenario, then the army that turned the most flags wins. If there is a tie, no one wins.  

Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:

Standard rapier weapons: YES

Combat Archery: YES (at the RMIC’s discretion for the 3rd and 4th iteration) (unlimited arrows)

Spears: NO

RBGs: YES (at the RMIC’s discretion for the 3rd and 4th iteration) (unlimited ammo)

Lives: Unlimited.

Time: 10-15 minutes max per round. 

Physical Set Up: Depending on the amount of fighters that show up we will set up 3-5 flags. They will be spaced along the length of the field so that one is close to the attacker’s res, one close to the defender’s res, and one near the middle.

Starting Points: Attackers start at their resurrection point. Defenders can be anywhere on the field but no closer than the flag nearest to the attackers. 

Special Notes:

All the flags will be switched to the defender’s colors at the start. The attackers must switch the flags to their color. Flags cannot be switched back to the defender’s color. No gleaning of spent ammo or arrows.

 

Escort the Noble

Victory Conditions: Each army must escort their Noble back to their  resurrection point. The first side to do so wins the iteration. The army with the most iteration wins, wins the scenario. In case of a tie, the one to do so in the shortest amount of time wins.

Repeat: It will be played 4 times.

Weapons:

Standard rapier weapons: YES

Combat Archery: NO

Spears: NO

RBGs: NO

Lives: Unlimited

Time: 10 minutes per iteration. 

Physical Set Up: One noble for each side. They start in a roughly central spot. 

Starting Points: Each army starts at their res point.

Special Notes:

Nobles can only move when escorted by a fighter from their side. The escorting fighter must have one hand on the noble for them to move. Nobles must be clearly marked with a sash or tape. Nobles must wear the full armor requirements, same as a fighter. They cannot be “stolen” by the other army.

1st and 2nd iteration: Nobles are non-combatants. They do not carry weapons and cannot defend themselves.  They cannot be killed. If their escort is killed, they must remain in place until another member of their army comes by to pick them up.

3rd and 4th iterations: Nobles are combatants. They can carry daggers and defend themselves. They can be killed. If killed, the noble must return to their starting point in the center.

 

Beware the Valkyrie

Victory Conditions: Kill all of the enemy in the shortest amount of time.

Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:

Standard rapier weapons: YES

Combat Archery: NO 

Spears: NO

RBGs: NO

Lives: The valkyrie only has one life. 

All others have unlimited lives as long as the Valkyrie from their side is alive.

Time: 20 minutes max per iteration.

Physical Set Up: Broken field

Starting Points: Each side starts at their resurrection point.

Special Notes:

Valkyrie can move to the dead to resurrect them. Dead can move to the valkyrie to be resurrected (at the RMIC’s discretion). Fighters may not pretend they are dead when they are still alive. The valkyrie does not need to be differentiated from the other fighters on their side. The Valkyrie can be a different person in a each iteration, but may not change persons within an iteration.

Open Field Scenarios

Warm Up: Single Sword Free-for-all

Victory Conditions: This is just a warm up. Everyone against everyone.

Repeat: No

Weapons:
Standard rapier weapons: YES – Single Sword
Combat Archery: NO
Spears: NO
RBGs: NO

Lives: Unlimited

Time: 5-10 minutes at the RMIC’s discretion

Physical Set Up: Open battlefield

Starting Points: Fighters start to spread out throughout the field.

Special Notes:
Resurrection points will be at either end of the field. Fighters can go to any resurrection point.

 

Take the Bridges

Victory Conditions: Attackers must cross the bridge and switch the pole to their color. Defenders must defend the pole for as long as possible. Winner is the one who completes the scenario in the shortest amount of time.
Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: NO
Spears: YES for the 1st and 2nd iteration only (HOT),
NO for the 3rd and 4th iteration (COLD).
RBGs: NO

Lives: Unlimited

Time: 10 minutes per iteration – or until attackers succeed.

Physical Set Up: 2 bridges. One bridge 3-5 ft. wide and one 9-15 ft. wide. Each bridge is about 12 ft. long. The target pole is set about 10 ft. back from the edge of the bridge on the defender’s side and centered between the bridges. Resurrection point for defenders will be about 20 ft. behind the target pole. Resurrection point for the attackers will be about 20 ft. back from the bridge on the attacker’s side.

Starting Points: Each side starts at their resurrection point.

Special Notes:
The target pole has 2 different colors, one at each end. The pole sits in a bucket or portable hole and must be removed and reinserted to be switched.

 

Deliver the package

Victory Conditions: The Attackers must deliver at least 1 of 3 packages to one of the three targets and explode it. The army that wins the scenario in the shortest time wins the victory point.
Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: YES (attackers only, unlimited arrows)
Spears: NO
RBGs: YES (attackers only, unlimited ammo)

Lives: Unlimited resurrections for first two iterations,
3 lives / 2 resurrections for any additional iterations.

Time: 20 minutes max per iteration.

Physical Set Up: There are 3 targets. Each target is a roughly 3 ft diameter circle. The targets are located in the castle. The defender’s resurrection point is inside the castle but far from the targets. The attacker’s resurrection point is outside the castle.

Starting Points: Each side starts at their resurrection point.

Special Notes:
Attackers: The attackers have 3 packages (about the size of a football). Any fighter on the attacker’s side can carry the package. The package can only be carried by a person with a free hand. Fighters cannot intentionally hide the package by tucking it under their clothing. If an attacker is killed carrying the package, they must drop the package on the ground and leave. Another attacker can pick up the package and continue to move it. To detonate the package, the fighter must get fully inside (both feet inside the circle) any one of the targets, and stay alive for 1 minute as timed by Marshall.

Defenders: The defenders cannot touch the package at all. They cannot pick it up or “push” it with their weapons. They can kill the attacker that is carrying the package. If the defenders can kill the attacker with the package while in the target before the 1 minute is complete, then the package is permanently diasabled.

 

Storm the Building

Victory Conditions: Attackers must get inside the castle and flip the flag to their color in the shortest amount of time.
Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: NO
Spears: YES (defenders in the castle only)
RBGs: NO

Lives: 1 life

Time: 10 minutes max per iteration.

Physical Set Up: The castle with one gate. The flag will be inside the castle.

Starting Points: ⅓ of the defenders must start inside the castle. The attackers start just outside the castle. The defender’s reinforcements (⅔) start far back (at a point to be determined) and must wait 1 minute, as timed by Marshall, before they can engage.

Special Notes: None

 

 

Capture the General’s Body (The McGuffin)

(This might be moved to Saturday if we run long)

Victory Conditions: Attackers must capture the General’s body and take it to their target. The Defenders must take the General’s body to their own target. Body must touch the target for the scenario to be finished.

Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:
Standard rapier weapons: YES
Combat Archery: NO
Spears: YES
RBGs: NO

Lives: Unlimited

Time: 10 minutes per iteration.

Physical Set Up:

Open battlefield. Each side has separate targets and separate resurrection points on their side (TBD). Targets will be equally spaced from the battle lines.

Starting Points:

Attackers and defenders lines start 9 ft from each other. The body starts on the defender’s front line near the center.

Special Notes:

2 people are required to move the body (free hand must be available).

Broken Field Scenarios

Warm Up: Zombies!

Victory Conditions: Fight until the last human dies

Repeat: No

Weapons:

Standard rapier weapons: YES

Combat Archery: NO 

Spears: NO

RBGs: NO

Lives: All humans only have 1 life. Once you die you become a zombie with unlimited resurrections.

Time: Fight until there is only one human left.

Physical Set Up: Broken field

Starting Points: Zombies start at one res point. Humans at the other.

Special Notes:

The fighters will be broken up into two roughly equal groups. At the RMIC’s discretion, this may be MODs against the world, grant level and above rapier fighters against the world, or some other metric to evenly divide the fighters. One side will be assigned to be the zombies and one side the humans.

Zombies can only move at a slow walk, dragging one foot along the ground. Feel free to mutter “Braaaaaains”. Zombies do not take any wounds except for head shots, which instantly kill them. Once killed, zombies must go to the zombie resurrection point to come back to fight.

Humans can move normally. Humans take wounds normally. If you are killed as a human, you must go to the zombie resurrection point and come back as a zombie.

 

Capture the Flags

Victory Conditions: The attackers must flip all the flags to their color in the least amount of time. Defenders must defend the flags for the longest amount of time. If neither army wins the scenario, then the army that turned the most flags wins. If there is a tie, no one wins.  

Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:

Standard rapier weapons: YES

Combat Archery: YES (at the RMIC’s discretion for the 3rd and 4th iteration) (unlimited arrows)

Spears: NO

RBGs: YES (at the RMIC’s discretion for the 3rd and 4th iteration) (unlimited ammo)

Lives: Unlimited.

Time: 10-15 minutes max per round. 

Physical Set Up: Depending on the amount of fighters that show up we will set up 3-5 flags. They will be spaced along the length of the field so that one is close to the attacker’s res, one close to the defender’s res, and one near the middle.

Starting Points: Attackers start at their resurrection point. Defenders can be anywhere on the field but no closer than the flag nearest to the attackers. 

Special Notes:

All the flags will be switched to the defender’s colors at the start. The attackers must switch the flags to their color. Flags cannot be switched back to the defender’s color. No gleaning of spent ammo or arrows.

 

Escort the Noble

Victory Conditions: Each army must escort their Noble back to their  resurrection point. The first side to do so wins the iteration. The army with the most iteration wins, wins the scenario. In case of a tie, the one to do so in the shortest amount of time wins.

Repeat: It will be played 4 times.

Weapons:

Standard rapier weapons: YES

Combat Archery: NO

Spears: NO

RBGs: NO

Lives: Unlimited

Time: 10 minutes per iteration. 

Physical Set Up: One noble for each side. They start in a roughly central spot. 

Starting Points: Each army starts at their res point.

Special Notes:

Nobles can only move when escorted by a fighter from their side. The escorting fighter must have one hand on the noble for them to move. Nobles must be clearly marked with a sash or tape. Nobles must wear the full armor requirements, same as a fighter. They cannot be “stolen” by the other army.

1st and 2nd iteration: Nobles are non-combatants. They do not carry weapons and cannot defend themselves.  They cannot be killed. If their escort is killed, they must remain in place until another member of their army comes by to pick them up.

3rd and 4th iterations: Nobles are combatants. They can carry daggers and defend themselves. They can be killed. If killed, the noble must return to their starting point in the center.

 

Beware the Valkyrie

Victory Conditions: Kill all of the enemy in the shortest amount of time.

Repeat: It will be played at least 2 times, switching sides each time. It may be played an additional 2 times if time allows.

Weapons:

Standard rapier weapons: YES

Combat Archery: NO 

Spears: NO

RBGs: NO

Lives: The valkyrie only has one life. 

All others have unlimited lives as long as the Valkyrie from their side is alive.

Time: 20 minutes max per iteration.

Physical Set Up: Broken field

Starting Points: Each side starts at their resurrection point.

Special Notes:

Valkyrie can move to the dead to resurrect them. Dead can move to the valkyrie to be resurrected (at the RMIC’s discretion). Fighters may not pretend they are dead when they are still alive. The valkyrie does not need to be differentiated from the other fighters on their side. The Valkyrie can be a different person in a each iteration, but may not change persons within an iteration.

War of the Phoenix

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