We're getting ready to play Team Epic in a couple of weeks time. [Scum vrs Rebel]
We've created a scenario and would like feedback on any possible loopholes/problems
Thanks in advance
The Rebellion drastically needs supplies!
In order to avoid, Imperial detection, the rebel transport fleet, under heavy escort, decides to fly
through the Ashgar Mineral Belt, home to the Dark Sibs Pirate clan
Rebel Transporter Fleet
3 Rebel transporters (the transport fleet)
These brave rebel transporters are completely defenseless and are relying on their escort to deal with
any problem. To minimize trouble, they plan to fly flat out through the mineral belt avoiding any
rocks and epic ships along the way.
These transports are basic GR-75 transporters with Shield Technician and Expanded Cargo Hold
Rebel Escort: 400pts of Rebels, may include an additional transporter with full control.
Any additional transporter will not count towards victory conditions.
Dark Sibs Fleet: 400pts of Scum Ships, must contain 1 or 2 C-Roc Ships Dark Sibs Scouts: The Dark Sibs have set up long distant scouts, who have hidden close to meteors.
In an attempt to stay hidden they have powered down and are drifting in space.
6 tokens should be placed next to a meteor (maximum of 1 per meteor), 3 of these representing ships,
the others space junk. The ships should not be more that 20pts and identical in build.
Map size 6' x 3'
12 Meteors no Space Junk, If Meteors to be place in epic format, then you must allow a space of
range band two between meteor pairs or if using single meteors range band 2 space as well.
6 Dark Sibs Scout tokens should be placed next to meteors as described above by the scum player once meteors have been placed
Rebels start at one end of the board, scum at the other within range band 3 of the edge (to speed the conflict up slightly)
Ships start powered down
Minor Victory: Rebels get 2 transports off the other end of the board
Scum destroy 2 transports
Major Victory: Rebels get all transports off the other end of the board
Scum destroy all transports
Note: Any additional transporters paid for from escort costs will not count towards victory conditions
Game will end when all the Rebel Transporter Fleet ships are either off the board or destroyed.
Scenario Specific Rules
No missles/torpedos that do not require you to spend a target lock or focus token as well as the card
e.g. No Cruise missiles, Harpoon missiles, or Proton Rockets
No Minefield Mappers
Rebel Transport Fleet Movement
The Rebel Transport Fleet ships will fly flat out to get across the board.
They will attempt to avoid meteors and then resume their course when safe to do so
They will attempt to avoid other epic ships and then resume their course when safe to do so
They will not attempt to deviate from their course to ram ships, but will ram any stupid enough to get in
their way on their movement.
Spotting the Spotters
If a ship wishes to scan a scout token, it must spends an action of scan (all ships have the action)
and it can scan an object if it is within range 3.
The Scanning ship rolls a number of red dice equal to it's attack dice plus attack range modifiers
plus any attack modifiers e.g. trick shot
The hidden ship rolls a number of green dice equal to it's defense dice plus defense range modifiers
plus meteor bonus if applicable.
If the token is space junk, it rolls Defense dice equal to the defensive dice of the hidden
If the scan results in more hit's than misses, then token is revealed for what it is.
If it is a ship, the rebels choose the ships facing, the defender can then chose a move
but cannot attack this round, it can perform actions. [Not that it can't perform any if the rebels
send it over the rock]
Otherwise if it is space junk, the attacker must chose and place a space junk token in it's place.
If the scan results in more misses than hits, then ship remains hidden.
At the end of the movement phase any ship that is still hidden can choose to reveal itself,
choose it's facing and then move , take action and shoot if in range.
(similar, as if launched from a ship e.g ghost/gozanti).
Once all three scouts have been revealed, the defender must chose and place space junk tokens over any