Activities

Hardsuit Battlefield Scenarios
Hardsuit Battlefield Scenarios

Hardsuit Battlefield Scenarios

Download the Saturday Scenarios.

General Information

  • All fighting conventions and weapon standards will adhere to Atenveldt Standards.
  • Visiting kingdom armor requirements will be honored.
  • Quick resets! Keep your tops on! Each battle will begin immediately following the end of the battle before it. Enough time will be given to quickly glean used arrows.
  • Each side will run scenarios 2 twice on the same side. Armies will then switch sides and run
    the scenario two more times.
  • Hats off between scenarios.

Combat Archer Information

  • Combat Archery is permitted in all battles along approved firing lanes.

For Scenarios 2-4 ONLY

  • The number of arrows that each combat archer is permitted will continue from Friday’s
    battles.
  • All caches will follow the same rules as scenarios on Friday.
    • Arrow inspection will only occur after scenario 1 and after each instance of scenario 4 being run.

Siege Engine Information

  • Siege engines will be permitted in scenarios 2, 3 and 4
  • Ammo limitations are TBD based upon turnout.
  • Siege engines may only fire to the east.
  • Hitting or striking a siege weapon is strictly prohibited!
    • All siege engines will have a corresponding target/object approximately 10 – 15 feet in front of it that must be struck with a melee weapon to disable the siege engine.
    • The target needs to be appropriately sized, i.e. a haybale

Scenario 1: Open Field

Duration: Last man standing / 10 minute maximum, 3 times, 45 minutes max.

Field Setup:

  • Army A begins on the East side of the field; Army B begins on the West side of the field.
  • The entire field is available for fighting.

Description:

  • Open field battle, last man standing
  • Warm up / allow people to arrive.
  • Balance sides at the end if needed / desired.

Scenario 2: Bridge/Towers

Duration: Run 4 times, approximately 10 minutes each, 45 minutes total w/ resets.

Field Setup:

  • 3 bridges, 20 – 30 feet long, outside bridges are 10’ wide, the center bridge is 30’ wide.
  • 2 10×10 towers in between the bridges on the defender’s side of the river.
  • There should be a 10’ wall in between the center bridge and the towers.
  • The defender’s backfield is open.

Description: The army that wins Rapier Scenario 4 on Friday will determine if they want to attack or defend
first.

Weapon rules:

  • Left bridge: Mass weapons and spears are prohibited (acceptable styles Sword and
    Shield, florentine, madu, etc.)
  • Center bridge: Mass weapons only
  • Right bridge: Spears only
  • Archers may only fire down the center bridge, they cannot shoot over the sides of the
    bridges. No melee combat over the sides of the bridges.

Tower rules:

  • Archers inside the towers can fire at targets on the bridges to either side of the tower.
  • Archers in the attacking army can target archers in the towers without restriction.
  • Each tower has 2 siege engine targets, once they are both hit the tower is destroyed.
    • When a tower is destroyed, all combatants inside the tower are immediately killed and the river in front of the tower becomes a ford with a 5’ door in the center of the wall that attackers can enter through
      • Unbelted fighters may only cross the ford on their knees.
    • If there are no siege engines – attacking archers can fire along all three bridges, defending archers can only fire along the center.

Victory condition:

  • The attacking army begins with XX resurrections
    • The exact number of resurrections is TBD based on event turnout.
  • The results of the first archery scenario on Friday will reduce this number
  • Battle will convert to last man standing after resurrections are exhausted

Scenario 3: Town

Duration: Run 3 to 5 times, 10 minutes each, 45 minutes total

Field Setup:

  • Field is anchored in the 4 corners by 10×10 redoubts
  • 20×20 building in center of town that has multiple doors/windows
  • Random small buildings and walls are throughout the town

Description: Each team will have 2 unique caches/flags that they must get into the corresponding redoubts
that are nearest the enemies starting area.

Victory condition:

  • The first team to get both flags into the corresponding redoubt on the opposing side of the field
    wins the battle.
  • First team to win 3 battles determines starting sides for the final scenario

Scenario 4: Castle

Duration: Run 4 times, approximately 10 minutes each, 45 minutes total w/ resets.

Field Setup:

  • The main gate is 15-20’ deep x 30’ wide and has a portcullis.
    • Portcullis should be represented by a soft barrier that can be easily dropped/lowered,
      approximately 3 feet on either side of the gate.

      • A cone that can be knocked over for instance
  • Only 9’ spear and archery is permitted through the portcullis.
  • Portcullis has 4 siege targets.
  • Once the last target has been hit, the portcullis opens and the attackers can invade.
  • The first 5’ of wall after the gate are solid, the next 10’ of the wall can be fought over.
    • 2 10×10 towers on either side of the main gate and a 10’ wall section in between.
    • An inner tower inside and at the back of the castle as a final defensive stand

Description:

  • The number of items collected during Rapier scenario D1S3 will impact the number of arrows
    each archer has during this battle.

    • Attacking army has unlimited resurrections
    • Towers and archery follow the same rules as Scenario 2.
    • Once inside the castle, archery is only limited by overall field limitations
    • The results from the Live Archery Castle Defense scenario will increase the number of
      resurrections that each team uses appropriately.

Victory condition: The army that uses the fewest resurrections to eliminate all defenders is the victor.


Scenario 5: Res Battle

Length and objective at the Crown(s) discretion