scenario help/advice/ideas please

By aleexei, in X-Wing

Hello fine folks. I'm new to this and tying to write a scenario featuring the Suncrusher. If yr not versed in old EU books, the suncrusher is a crazy maguffin of a forgotten small ship the rebels steal from the imperials, that cannot be destroyed by weapons, and gets flown into a black hole when its pilot grows a conscience. Thats a hella abridged version but it fits my simplified mission that i'd like to play out in two parts

In the first game, the rebel side has to dock a large ship and capture the stationary suncrusher and fly it off the edge of the table (pr, jump to lightspeed, if you prefer)

the second game, the rebels are trying to fly the suncrusher off a table edge (or, the pull of a black hole, if you prefer). The imperial side has to try to block it and recapture.

I'm trying to work out a mechanic to automate the suncrusher for the second part, to represent Kyp's (the emo jedi pilot) conflicting emotions and weigh the favour of the game back towards the imps. So the ship has to always be flying towards the black hole, but some random condition would make him automatically fire on the nearest rebel player.

And maybe make it susceptible to ioning, which isn't canon but seems more fun.

I'd love to hear your opinions/advice, but i'm also curious as to how you balance forces out to even out situational bias when you write missions.

How do you solve a problem like Maria?

The Suncrusher is indestructible and can be flown through a Star Destroyer's bridge like Arvel on steroids. Flying him to the edge should pose no problems.

But let's put it aside for now and just help you design a scenario where you need to fly a ship of the edge twice.

On mission one, why not see if we can design something like the Maw installation?

The Maw Installation was deep inside a cluster of black holes requiring a specific difficult route to get in and out. So during set up place a bunch of sattelite tokens as markers for the route and require both the boarding ship and the crusher to get out. The Suncrushers controls are unfamiliar so its dial is hampered, say shuttlelike on a small base ship.

Make it susceptible to Ioning and have the defender set up ships around the board.

On the second mission the crusher has maybe an A-Wing dial to represent the familiarity with the controls. How to ensure the Imps can stop him though?

Ha i had a similar idea to represent the Maw, using route markers and asteroids, and basing it on a awing dial. Having worse maneuvers to start with is a great touch i'm going to steal tho, thank you!

For the second part, i think the imperials outnumber and have to block/ion the suncrusher to slow it down. Rethought having another dock and steal, instead i think the imps have to destroy all the other rebel ships at which point kyp runs away in a huff. That's as much of a victory condition as you can get when facing an unkillable ship. Not really source-accurate since Kyp would fly into the black hole regardless of there being noone around to rescue him, but i can chalk it up to him being conflicted and irrational.

I'm going to have him automatically shoot at the nearest ship in his arc, either faction. I think i'm making him out to be way more of an ******* than he actualll was but it should be fun..

Never liked Kyp anyway so go ahead. :D.