The Floor Is LAVA!
The Floor Is LAVA!
The Floor Is LAVA! is a custom Warmachine scenario. It is designed for 4+ players on a 4′x4′ board.
Armies battle for control of a strategic region. Meeting in the middle of a circular plane of death.
Mark of a circle with an 8″ diameter in the center of a 4×4 board. Mark 4 concentric ring-zones each 5″ wide starting from the edge of the inner circle.
The goal of The Floor Is LAVA! is to control 3 or more zones simultaneously. A player controls a zone if he has one or more models completely within the control zone and his opponent(s) does not. For a unit to control a zone all models in the unit in play must be completely within it. A Warrior model must have a CMD greater than 1 to control a zone. Ignore wrecked or inert warjacks, wild warbeasts and fleeing models when checking for control. Autonomous Warjacks can control a zone.
Deployment zones are handled differently than usual. After marking out the circles, divide up the largest circle evenly between each player(cut the circle into quarters for 4 players, eighths for 8 players, etc). Players can deploy their models anywhere in ring 5(see image) within their section of the circle. Models with advanced deployment can deploy anywhere within ring 4 inside their controlling players section of the circle.
Starting on turn 3 each model that enters a zone controlled by another player must take a hit determined by the faction of the controlling player as defined below:
- Cygnar-controlled Zone – P12 hit Electric Damage. Removes 1 focus point for each 6 rolled for damage .
- Khador-controlled Zone – P12 hit Frost Damage. -1ARM for each 6 rolled for damage(lasts until the beginning of the next turn).
- Protectorate-controlled Zone – P12 hit Fire Damage. Continuous fire if doubles are rolled for damage.
- Cryx-controlled Zone – P12 hit Corrosive Damage. Continuous corrosion.
- Retribution-controlled Zone – P12 hit. The hit ignores magical armour if doubles are rolled for damage.
All of these attacks hit automatically and cannot be avoided by mechanism except immunity. A unit suffering the effects of this rule takes each hit simultaneously. These damage rolls cannot be boosted in anyway, ever. A model can only suffer these affects once per turn.
Treat the outer edge of ring 5 as the table edge. Models with ambush and similar rules treat the deployment zone opposite your own as your opponent’s deployment zone’s back edge.
A player wins the game when he has the only remaining warcaster(s) in play. Starting on the first player’s 3rd turn, a player wins when he ends his turn in control of at least 3 zones.
This is a scenario I came up with while watching robots on youtube. I encourage those who can find the players to try it out. I suggest 35-50 point games.