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TheJustWiseSage

Epic Scenario

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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

 

Pirate Raid!
============

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 Fleet
===========

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.


Scum Fleet
==========

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.


Scenario Setup:
===============

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


Victory Conditions
==================

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 End
========

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 
ships.
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 
remaining tokens.  
 

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2 hours ago, TheJustWiseSage said:

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

Pirate Raid!
============

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 

 

 (snip .........)


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 
ships.
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 
remaining tokens.  
 

This looks fun.

I like the decision-making dynamics your spotting the spotters rules opens up. It incentiveses the Rebels to search for the hidden ships while making the pirates have to think about when to spring their ambush. Neat.

I might consider simplifying the dice rolls though. Something simple like 3 red vs 3 green. This bypasses all questions and/or issues regarding in/out of arc, weapon choice, upgrades etc. This might also allow your unarmed Rebel Transports to aid in scanning.

Keeping range modifiers for scanning is cool; either the default +1red/+1green, or maybe as an alternative, for close-range scans allow the scanner to change focus results to hits and for long-range scans allow the hidden ship to change focus results to evades. 

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2 hours ago, Bullox said:

This looks fun.

I like the decision-making dynamics your spotting the spotters rules opens up. It incentiveses the Rebels to search for the hidden ships while making the pirates have to think about when to spring their ambush. Neat.

I might consider simplifying the dice rolls though. Something simple like 3 red vs 3 green. This bypasses all questions and/or issues regarding in/out of arc, weapon choice, upgrades etc. This might also allow your unarmed Rebel Transports to aid in scanning.

Keeping range modifiers for scanning is cool; either the default +1red/+1green, or maybe as an alternative, for close-range scans allow the scanner to change focus results to hits and for long-range scans allow the hidden ship to change focus results to evades. 

Thanks for your feedback.

The scans are sort of based on target lock, thus it more about range. Scanning power was based on weapon power thus it's primary weapon dice.
I foresee the transporters using their co-ordinate skill to give people the ability to scan or to get focus/target lock if a scum ship is discovered.

Think I'll keep the basic range modifiers at the moment although your idea has merit.

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