Where: the game matrix
When 7pm
Have a request post it and I will try to work it I to next month.
3/3 armada Corellian campaign(see below) and 100 point xwing
3/10 100 point xwing
3/17 100 point xwing, causal Mario kart race (see below for rules)
3/24 100 point xwing
3/31 epic and team epic
Mario kart league starts April 14th
Mario kart league will be best of 3 races will begin in April $5 (5 person min). You will earn points for each race. Best 3 races points will be added together we will drop the lowest score.
Recap of unofficial race league.
If you wish to sign up email me at [email protected] players will be allowed to join until the second race starts
1. There will be a total of 4 races,
A. 30 point small ship only
B. 40 point large ship
C. Head hunters only
D. 30 point small ship only
2. Races will either be monthly of every other week(I don't remember the verdict)
3. Standings will be based off Only the points for your three best races(So if you miss a race don't PANIC it won't hurt you)
4. Cost will be $5 with min of 5 people to sign up for the league. If we get more then 8 people we will have 2 races going at the same time.
5. Keep it simple keep it fun.
Armada campaign detail:
It's the Corellian Conflict. We're going to play on the first Friday of each month. I'm not sure how long it will last. A team needs 12 campaign points to win and you can get multiple points per round. At the moment, we are maxed out at 3 players on each side.
Each round, players are paired off and play a game of Armada. If all of our players are there, we'll need 3 tables. Otherwise, the missing players can get their match in anytime before the next Armada night.
MARIO KART RULES:
1. During the first two rounds, no actions or upgrades may be used, no attacks made, and no damage or tokens can be dealt. Maneuvering only!
2. The track edge is treated as a wall. Maneuvers will be completed until they bump the wall (similar to a ship bump) then roll one red dice and suffer any effects. One the next turn, the player may attempt a normal maneuver, or perform a white reverse 1 straight or bank.
3. Re-spawning returns your ship to play with full shields and no damage, behind the most recently passed check-point. Discarded cards are regenerated after each lap (not just ordnance; may find uses for things like Hot Shot Blaster, Lightning Reflexes, etc). Exception: Boba Fett (crew) permanently removes himself and another card from the game.
4. Bumping during a race is extra dangerous and causes each bumped ship to roll a red dice and suffer any rolled damage. Standard bumping rules apply (no actions or shooting the ship you are touching).
5. Each player chooses 1 hazard (asteroids, debris, bombs) to place before the race. Hazards cannot be placed before the indicated area, or within range 1 of any other object (other hazards, items, turrets). All standard rules apply to the hazards regarding game effects. After a player completes a lap, that player may place one additional hazard behind the last-place player, following the above rules.
6. When a player's template or ship crosses an item, that player draws a card. A player cannot draw a card if they already have one. Flip the item marker face-down. At the end of the turn, flip face-up any item markers.
7. You have 30 points to spend on a ship plus upgrades. Lone Wolf is banned, and players cannot perform Cloak or SLAM actions (effectively banning Cloaking Device and Burnout SLAM). Small based ships only.
8. Turrets shoot at each ship possible, at PS12. Turrets roll 3 attack dice and turn one eye into a hit. Ships defend normally.
9. Track edges count as obstructions for shooting. So you CAN shoot through walls (it is just obstructed).
10. Deployment will take place behind the marked start line and will start with the ships with the fewest number of points, ties will be broken by pilot skill with lower PS placing first, further ties will be determined by dice roll.
11. Activation and combat phases use standard pilot skill rules.
12. The winner is the first ship whose base fully passes the finish line after the predetermined number or laps. Ties are broken by furthest distance across the line, further ties broken by final salvo.