Activities

Rapier Main Battlefield Scenarios
Rapier Main Battlefield Scenarios

Rapier Main Battlefield Scenarios

General Information

  • All fighting conventions and weapon standards will adhere to Atenveldt Standards. Scenarios may have specific weapon restrictions for Hot and Cold.
  • Visiting Kingdom armor requirements will be honored.
  • Marshals will identify structures that shall be considered solid and cannot be walked through or shot over or through. This may include solid walls, haybales, or wooden planks staked to the ground.
  • Fighters must exercise caution while navigating through constructed obstacles.

Scenario 1: Open Battle

Duration:

Until objective is met 20 mins max. Run twice – one hot and one cold

Description:

  • Open field free, last man standing
  • Limited resurrections: 4 per fighter
  • Hot conventions: RBGs/Archery and Spears

Scenario 2: Bridges

Duration:

  • Run 4 times – 15 minutes each
  • 2 will be hot and 2 cold, switching sides with each

Field set up:

The field will have three bridges; two 10-foot wide and one 30-foot. Thirty foot bridge will be set up with rubber floor mats representing stepping stones. One of the ten foot bridges will be narrowed to 5-ft. A flag will be set up 20 feet behind the end of bridges.

Description:

Attacking forces must cross the bridges and flip the objective flag. Attackers will start on their resurrection point, defenders start anywhere on the field.

Scenario Bonus:

The army that wins the archery scenario on Thursday will get to choose if they are attacking or defending first.

Limited Resurrections:

  • Attackers = 3
  • Defenders = 2

Hot conventions: RBGs/Archery and Spears

Victory Condition: The army that crosses the bridges and flips the flag in the shortest amount of time wins the scenario.

Special Rules: Bridges are open, shots may be thrown over edges. No running across steppingstones.


Scenario 3: Pillage the Village

Duration:

  • 10 mins or until the field is emptied.
  • Run 4 times: 2 will be run hot and 2 cold, switching sides with each

Field set up:

50 small items will be scattered across the field by the marshals. Some will be placed in the open and some inside of buildings marked on the field.

Description:

  • Retrieve all items from the field and return them to the check point. Either army can collect items.

Resurrections: None

Hot conventions: RBGs/archery

Special Rules:

Must have a free hand to retrieve an item, a fighter may only carry one item at a time. If a fighter is killed while holding an item, they will place the item on the ground at their
feet before leaving the field.

Victory Conditions:

The army that collects the most items is the winner of this scenario and determines if they are attacking or defending first for the next scenario

Scenario Bonus:

  • The total number of items collected by each army impacts the amount of ammo their hard suit army will have for the castle scenario Saturday.
  • Every 20 items collected will award 1 arrow to the armies combat archers.

Scenario 4: Storm the castle

Duration:

  • 20 Mins max or until the objective is met.
  • Run 4 times: 2 will be run hot and 2 cold, switching sides with each

Description:

The attacking team must break through the castle defenses and flip the objective flag.
Defenders begin inside the castle, attackers start at their resurrection point.

Limited resurrections:

  • Attackers unlimited
  • Defenders limited (see below)

Hot conventions: RBGs/Archery and Spears

Scenario Bonus Rules:

The results from the Target Archery Castle Defense scenario will give the defenders the number of individual resurrections they have for each time defending. The total number of individual resurrections for the defending army will not exceed three times the number of combatants for the defending army.

Victory Conditions:

The army that takes the castle the fastest is the victor and gets an advantage during the hot version of scenario 1 on Saturday