{"id":7324,"date":"2026-01-04T11:59:49","date_gmt":"2026-01-04T18:59:49","guid":{"rendered":"https:\/\/www.atenveldt.org\/phoenix\/events\/hardsuit-broken-battlefield-scenarios\/"},"modified":"2026-04-03T01:30:00","modified_gmt":"2026-04-03T08:30:00","slug":"hardsuit-broken-battlefield-scenarios","status":"publish","type":"tribe_events","link":"https:\/\/www.atenveldt.org\/phoenix\/events\/hardsuit-broken-battlefield-scenarios\/","title":{"rendered":"Hardsuit Broken Battlefield Scenarios"},"content":{"rendered":"<p><a href=\"https:\/\/docs.google.com\/document\/d\/1TbtVGd-jT0epPyEJuNPrUQkEWA5aLC0EVYL4vNUsYIo\/edit?usp=sharing\">Download the Friday Scenarios.<\/a><\/p>\n<h2><b>General Information<\/b><\/h2>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">All fighting conventions and weapon standards will adhere to Atenveldt Standards.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Visiting kingdom armor requirements will be honored.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">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.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Each side will run scenarios 2 &#8211; 4 twice on the same side. Armies will then switch sides and run the scenario two more times.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Hats off between scenarios<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Any areas roped off completely with caution tape will be considered solid objects\/structures and cannot be walked into or fired through.<\/span><\/li>\n<li>Armor Inspection starts at 9am Scenarios start at 10am<\/li>\n<\/ul>\n<hr \/>\n<h2><b>Combat Archer Information<\/b><\/h2>\n<p><span style=\"font-weight: 400\">Combat Archery is permitted in <\/span><b>ALL<\/b><span style=\"font-weight: 400\"> battles<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">You may only fire to the North and South.<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">No East\/West fire will be permitted.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">You may not fire above the rise\/ridge on the west edge of the battlefield.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Arrow inspection will only occur in between scenarios; NO arrow inspections will occur in between battles.<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">*****You will need to manage your ammunition to fight multiple battles.*****<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Scenarios 1 &#8211; 5 <\/b><span style=\"font-weight: 400\">No special rules or ammo limitations will be in effect for these battles.<br \/>\n<\/span><b>Scenarios 2-4 ONLY! <\/b><span style=\"font-weight: 400\">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.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">For scenarios that are run multiple times, only 1 instance will be used to calculate how many cache\u2019s each side controls. The attacking army will get to choose which battle they want to use.<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">E.G. Army A captures 3 cache\u2019s 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.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Cache\u2019s 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.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">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.<\/span><\/li>\n<\/ul>\n<h2><b>Siege Engine Information<\/b><\/h2>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Siege engines will be permitted in scenarios 2, 3 and 4<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Ammo limitations are TBD based upon turnout.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Siege engines may only fire to the south.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Hitting or striking a siege weapon is strictly prohibited!<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">All siege engines will have a corresponding target\/object approximately 10 &#8211; 15 feet in front of it that must be struck with a melee weapon to disable the siege engine.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The target needs to be appropriately sized, E.G. a haybale<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr \/>\n<h3><b>Scenario 1: Open Field Battle<\/b><\/h3>\n<p><b>Duration: <\/b><span style=\"font-weight: 400\">Last man standing \/ 10 minute maximum, 3 times, 45 minutes max.<\/span><\/p>\n<p><b>Field Setup:<\/b><span style=\"font-weight: 400\"> Army A begins at the north end of the broken field, Army B begins at the sound end of the<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">broken field at their discretion.\u00a0<\/span><\/p>\n<p><b>Description:<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Open field battle, last man standing<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Warm up \/ allow people to arrive.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Balance sides at end if needed \/ desired.<\/span><\/li>\n<\/ul>\n<hr \/>\n<h3><b>Scenario 2: Raiders in the woods<\/b><\/h3>\n<p><b>Duration: <\/b><span style=\"font-weight: 400\">Run 4 times, approximately 10 minutes each, 45 minutes total w\/ resets.<\/span><\/p>\n<p><b>Field Setup:<\/b><span style=\"font-weight: 400\"> 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\u2019s are placed around the field (can be at each of the control points in scenario Cache\u2019s that are not fully retrieved or still in their starting location at the end of the battle, will not count for either army.<\/span><\/p>\n<p><b>Description:<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The army that wins the Archery Scenario on Thursday will determine if they want to attack or defend first.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Attackers need to return the caches to one of their starting points.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Identified by the red stars on the map, each point will be clearly marked (exactly how is TBD) to reduce confusion.\u00a0<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Defenders need the caches to remain in their starting positions.<\/span><\/li>\n<\/ul>\n<p><b>Victory condition:<\/b><\/p>\n<p><span style=\"font-weight: 400\">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.<\/span><\/p>\n<hr \/>\n<h3><b>Scenario 3: Capture the VIP<\/b><\/h3>\n<p><span style=\"font-weight: 400\">Some of your troops seized an opportunity to attack the defender\u2019s command post and were successful<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">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.<\/span><\/p>\n<p><b>Duration: <\/b><span style=\"font-weight: 400\">Run 4 times, approximately 10 minutes each, 45 minutes total w\/ resets.<\/span><\/p>\n<p><b>Field Setup: <\/b><span style=\"font-weight: 400\">Each of the 3 redoubts will have a cache in it.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Cache\u2019s that are not fully retrieved or still in their starting location at the end of the battle will not count for either army.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">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.\u00a0<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">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.\u00a0<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The troops in the redoubt will be differentiated from the rest of their army with a unique color of duct tape.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The prisoner will begin in redoubt 1.<\/span><\/li>\n<\/ul>\n<p><b>Description:<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400\"><b>Redoubt troops<\/b>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The troops in the redoubt will be differentiated from the rest of their army with a unique<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">color of duct tape.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The attacking army will get additional resurrection time in the next battle for each<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">redoubt troop that returns alive to one of the three red stars by the end of this scenario.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Exact amount of time earned per troops saved is TBD based on the actual # of<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">fighters.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">A maximum of 3 additional minutes can be earned.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400\"><b>Prisoner<\/b>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The prisoner will be differentiated by a unique tabard.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The prisoner is literally defenseless, at no point should the prisoner be struck by a melee<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">or ranged weapon.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">To kill the prisoner, a \u201cdead-from-behind\u201d must be performed on him.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The VIP must have a minimum of 1 person from either army escorting him and he must<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">go where he is directed.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The prisoner has shackles around his feet (not really) and cannot run at any<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">point.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The prisoner is considered unarmed while being escorted.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">If all the fighters that are escorting the prisoner are killed by members of the opposing<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">army, then the survivor(s) may begin escorting the VIP.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">If the VIP is not being actively escorted, then he will remain standing where he is.<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Moving out to avoid active combat or project weapons is permissible.<\/span><\/li>\n<\/ul>\n<\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The VIP will award 1 extra minute of resurrection time to the defending army in D2S4 &#8211; OR &#8211; 2<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">extra minutes of resurrection time to the attacking army in D2S4.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Resurrection time can be increased if needed to generate attention\/focus on this<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">variable.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Victory condition:<\/b><span style=\"font-weight: 400\"> Battle ends when one army is defeated to the last person or the prisoner is returned to one of<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">the army&#8217;s starting points.<\/span><\/p>\n<hr \/>\n<h3><b>Scenario 4: Control points<\/b><\/h3>\n<p><b>Duration:<\/b><span style=\"font-weight: 400\"> Run 4 times, 10 minutes each, 45 minutes total w\/ resets.<\/span><\/p>\n<p><b>Field Setup:<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The attacking army will begin along the south side of the field at their discretion.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The defending army will begin along the north side of the field at their discretion.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">All control points will have a reversible flag at them.<\/span><\/li>\n<\/ul>\n<p><b>Description:<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Each army will begin with 2 minutes of resurrection time.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">The resurrection time for each army will be increased each battle according to the results of Scenario 3.<\/span>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">This can result in different lengths of resurrection time for each army.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><b>Victory condition:<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Battle ends after 10 minutes or last person standing<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Control points are counted and reset at the end of every battle.<\/span><\/li>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Army with the most overall points will be the victor and will get to determine the start for rapier<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">D2S2<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">In the event of a tie, the army with the most troops remaining at the end of the final battle<\/span><span style=\"font-weight: 400\"><br \/>\n<\/span><span style=\"font-weight: 400\">will be the victor.<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr \/>\n<h3><b>Scenario 5: Resurrection Battle<\/b><\/h3>\n<ul>\n<li style=\"font-weight: 400\"><span style=\"font-weight: 400\">Length and objective at the Crown(s) discretion<\/span><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>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! [&hellip;]<\/p>\n","protected":false},"author":51,"featured_media":7761,"template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","_tribe_events_status":"","_tribe_events_status_reason":"","_tribe_events_is_hybrid":"","_tribe_events_is_virtual":"","_tribe_events_virtual_video_source":"","_tribe_events_virtual_embed_video":"","_tribe_events_virtual_linked_button_text":"","_tribe_events_virtual_linked_button":"","_tribe_events_virtual_show_embed_at":"","_tribe_events_virtual_show_embed_to":[],"_tribe_events_virtual_show_on_event":"","_tribe_events_virtual_show_on_views":"","_tribe_events_virtual_url":"","footnotes":""},"tags":[595],"tribe_events_cat":[570],"class_list":["post-7324","tribe_events","type-tribe_events","status-publish","has-post-thumbnail","hentry","tag-fight","tribe_events_cat-hardsuit","cat_hardsuit"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hardsuit Broken Battlefield Scenarios - War of the Phoenix 2026<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.atenveldt.org\/phoenix\/events\/hardsuit-broken-battlefield-scenarios\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Hardsuit Broken Battlefield Scenarios - War of the Phoenix 2026\" \/>\n<meta property=\"og:description\" content=\"Download the Friday Scenarios. 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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! 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