Activities
Hardsuit Broken Battlefield Scenarios
Download the Friday 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 from the field.
- Each side will run scenarios 2 – 4 twice on the same side. Armies will then switch sides and run the scenario two more times.
- Hats off between scenarios
- Any areas roped off completely with caution tape will be considered solid objects/structures and cannot be walked into or fired through.
- Armor Inspection starts at 9am Scenarios start at 10am
Combat Archer Information
Combat Archery is permitted in ALL battles
- You may only fire to the North and South.
- No East/West fire will be permitted.
- You may not fire above the rise/ridge on the west edge of the battlefield.
- Arrow inspection will only occur in between scenarios; NO arrow inspections will occur in between battles.
- *****You will need to manage your ammunition to fight multiple battles.*****
Scenarios 1 – 5 No special rules or ammo limitations will be in effect for these battles.
Scenarios 2-4 ONLY! Each archer is permitted 7 arrows per battle to begin. As the scenarios progress, each cache that an army wins will permanently increase their combat archers arrow supply by 1.
- For scenarios that are run multiple times, only 1 instance will be used to calculate how many cache’s each side controls. The attacking army will get to choose which battle they want to use.
- E.G. Army A captures 3 cache’s during the first battle, and only 2 during the second. They can choose to honor the results of the first battle (giving their archers 3 extra arrows and the other army 2 extra arrow in every battle going forward) or they can choose to honor the results of the second battle (giving their archers 2 arrows and the opposing armies archers 3 arrows going forward). This will then be repeated when Army B is the attacker. The results from both chosen battles will be carried forward. Included for clarity: This could theoretically (but it will not really happen) result in 1 army having 16 arrows per archer and the second army still only having 6 arrows per archer heading into D1S3.
- Cache’s that are not returned to the one of the red stars still in their starting location at the end of the battle, will not count for either army.
- The scenarios are designed so that both sides can potentially begin scenario D2S4 with 20 arrows per archer, if all caches are accounted for. The exact distribution will depend on the armies and the attention they devote to capturing/defending caches.
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 south.
- 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, E.G. a haybale
Scenario 1: Open Field Battle
Duration: Last man standing / 10 minute maximum, 3 times, 45 minutes max.
Field Setup: Army A begins at the north end of the broken field, Army B begins at the sound end of the
broken field at their discretion.
Description:
- Open field battle, last man standing
- Warm up / allow people to arrive.
- Balance sides at end if needed / desired.
Scenario 2: Raiders in the woods
Duration: Run 4 times, approximately 10 minutes each, 45 minutes total w/ resets.
Field Setup: Attackers begin at the 3 red stars on the south side of the field. Defenders begin at the north end of the field, represented by blue stars, at their discretion. 5 cache’s are placed around the field (can be at each of the control points in scenario Cache’s that are not fully retrieved or still in their starting location at the end of the battle, will not count for either army.
Description:
- The army that wins the Archery Scenario on Thursday will determine if they want to attack or defend first.
- Attackers need to return the caches to one of their starting points.
- Identified by the red stars on the map, each point will be clearly marked (exactly how is TBD) to reduce confusion.
- Defenders need the caches to remain in their starting positions.
Victory condition:
Last man standing or attackers capture all 5 caches. If all opponents on one side are killed, the battle immediately ends, cache locations will be honored.
Scenario 3: Capture the VIP
Some of your troops seized an opportunity to attack the defender’s command post and were successful
in breaking through and making him prisoner. However, reinforcements are arriving and your troops in the field are now surrounded and in danger of losing the prisoner. Save him to gain a significant advantage or ensure he is dead to prevent your enemy from earning it.
Duration: Run 4 times, approximately 10 minutes each, 45 minutes total w/ resets.
Field Setup: Each of the 3 redoubts will have a cache in it.
- Cache’s that are not fully retrieved or still in their starting location at the end of the battle will not count for either army.
- The defending army is split in half. Half will begin at the blue stars while the other half will be split evenly between control points 1, 2 and 3.
- The attacking army is also split in half. Half will begin along the south side of the field, the other half will be evenly split between redoubts 1, 2 and 3.
- The troops in the redoubt will be differentiated from the rest of their army with a unique color of duct tape.
- The prisoner will begin in redoubt 1.
Description:
- Redoubt troops
- The troops in the redoubt will be differentiated from the rest of their army with a unique
color of duct tape. - The attacking army will get additional resurrection time in the next battle for each
redoubt troop that returns alive to one of the three red stars by the end of this scenario.- Exact amount of time earned per troops saved is TBD based on the actual # of
fighters. - A maximum of 3 additional minutes can be earned.
- Exact amount of time earned per troops saved is TBD based on the actual # of
- The troops in the redoubt will be differentiated from the rest of their army with a unique
- Prisoner
- The prisoner will be differentiated by a unique tabard.
- The prisoner is literally defenseless, at no point should the prisoner be struck by a melee
or ranged weapon.- To kill the prisoner, a “dead-from-behind” must be performed on him.
- The VIP must have a minimum of 1 person from either army escorting him and he must
go where he is directed.- The prisoner has shackles around his feet (not really) and cannot run at any
point.
- The prisoner has shackles around his feet (not really) and cannot run at any
- The prisoner is considered unarmed while being escorted.
- If all the fighters that are escorting the prisoner are killed by members of the opposing
army, then the survivor(s) may begin escorting the VIP. - If the VIP is not being actively escorted, then he will remain standing where he is.
- Moving out to avoid active combat or project weapons is permissible.
- The VIP will award 1 extra minute of resurrection time to the defending army in D2S4 – OR – 2
extra minutes of resurrection time to the attacking army in D2S4.- Resurrection time can be increased if needed to generate attention/focus on this
variable.
- Resurrection time can be increased if needed to generate attention/focus on this
Victory condition: Battle ends when one army is defeated to the last person or the prisoner is returned to one of
the army’s starting points.
Scenario 4: Control points
Duration: Run 4 times, 10 minutes each, 45 minutes total w/ resets.
Field Setup:
- The attacking army will begin along the south side of the field at their discretion.
- The defending army will begin along the north side of the field at their discretion.
- All control points will have a reversible flag at them.
Description:
- Each army will begin with 2 minutes of resurrection time.
- The resurrection time for each army will be increased each battle according to the results of Scenario 3.
- This can result in different lengths of resurrection time for each army.
Victory condition:
- Battle ends after 10 minutes or last person standing
- Control points are counted and reset at the end of every battle.
- Army with the most overall points will be the victor and will get to determine the start for rapier
D2S2- In the event of a tie, the army with the most troops remaining at the end of the final battle
will be the victor.
- In the event of a tie, the army with the most troops remaining at the end of the final battle
Scenario 5: Resurrection Battle
- Length and objective at the Crown(s) discretion

Hardsuit Broken Battlefield Scenarios

Hardsuit Broken Battlefield Scenarios



