MandoBard

Uneasy Allies-Alternate playstyle; need help refining

4 posts in this topic

Decided I'd appreciate some help refining this from people who have more practical play time/list building

Ok, so I've heard a lot of oh why don't scum have a buy in option for other factions, or why isn't there a way for cross faction team-ups. Well I decided to create a mode that allows that while establishing rules that make it feel more like a scenario you'd see in the movies. only allows for 2 factions to cross, and each combo has a special recruitment/combat rule.

Uneasy Allies

Obligatory Flavor text  In a galaxy of long lived conflicts and untold stories sometime arch-enemies and rivals are forced to work together to escape situations that spiral out of control. Uneasy Allies allows you to test out new combos and face unusual pairings. Starts within a standard 100/6 but each pairing has their own special conditions(and Flavor Text)

Rebel/Scum  While trading Information and goods you are ambushed by a group of Imperial bounty hunters and their liaison. You and a handful of pilots from both groups have engaged them to allow the rest of the group to escape. But the scum pilots are looking very nervous so you're on equal terms, but if you get blown up your uneasy allies will jump out regardless of circumstances.

  • Number of Scum ships must be equal or less to Rebel ships
  • If the rebel ships are destroyed all non-ionized scum ships jump to hyperspace and leave the battle. They do not count towards the point total.

Empire/Scum: There are reports of an elite squadron in the system sowing dissent, however they are too small to allow for a proper strike force to be effective. So a group of bounty hunters have been hired and put under the charge of an elite Imperial pilot. They are pricey, but are the best hunters around

  • Must be at least one Elite Imperial Pilot.
  • Scum ships are increased in cost by 1/4 of base ship value
  • If elite Imperial pilot is lost, remaining ships must roll a evasion die when performing an action, on a focus/evade perform action as normal, a blank retards the action. This symbolizes the loss of coordination

Rebel/Empire: After a battle in the skies above, both your command ships crashed and you have both been reported MIA. Bounty hunters are after you both, and while you are still foes and fear each other they want to escape. But that won't keep you from taking potshots at each other.

  • Total points of each ship group must have no more than a 5 point difference(so 45-55)between balance
  • If a ship from the opposing faction on your team is within distance 1 and main firing arc, you must roll 1 attack die. on damage or crit deal 1 damage to the other ship. during movement phase, doesn't count as main attack, and no evasion.

Well there's the rough idea, thoughts?

Kieransi, JJ48 and Rogue_Group1 like this

Share this post


Link to post
Share on other sites

For Imp/Rebel, is there a timing on checking the "distance 1/Primary Firing Arc"?  Like, end of the phase, or just anytime?

For the Scum/Rebel, would it be better to compare number of SHIPS or number of POINTS?

Share this post


Link to post
Share on other sites
31 minutes ago, JJ48 said:

For Imp/Rebel, is there a timing on checking the "distance 1/Primary Firing Arc"?  Like, end of the phase, or just anytime?

For the Scum/Rebel, would it be better to compare number of SHIPS or number of POINTS?

Imp/Rebel is post movement/pre-action. Idea is that they can't resist taking pot shots while flying around. They're being forced to work together to survive, but wouldn't mind if one of their allies 'accidentally' got killed.

Rebel/Scum I had as number of ships, because it's more of the pilots keeping each other in line, rather than the actual firepower of the ships. again reasoning is that it's Rebels teaming up with some mercs that they hadn't hired, but had convinced to help them make cover. That and it makes a fun balance, you could do 2 weak rebel ships, and 2 strong scum, but then you leave open the chance of a loss via the destruction of the weaker ships making them targets, but both are still targets because that only gets you a win not the points

edit: Also one of the ideas of this mode is that you are having the match being made of both players constructing a team under one of these rules, not a regular team.

Edited by MandoBard

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now