This may have already been asked, but if a named pilot flees the battlefield, are they still killed or do they successfully flee?
How would you run a narrative event?
Official answer will come.
Expected answer: mission kill, but alive for the next one.
Edit: and answered below... I forgot certain objectives do NOT require defeating opponents forces for a moment. Uhg.
Edited by LagJansonOoh, ooh! A scaled 1:270 planet sounds like a great prize. I don't think I can fit it in my car though and I'm sure the border guards would ask questions...
This may be my priority ticket this year. Yeah... So, eight months away and the list building basics are already known. I have a new hobby for a bit. The best thing about the ace draft system is people can't really build a force with the expectation that the ace will synergize. Dials will mean so much more.
I should also mention that TLT will almost certainly be banned for the event, since a TLT on a Y-wing is on a significantly higher power level than other generics.
Here's a low-key, would these events homebrew Rebel TIEs and Imperial captured X-Wings?
This may have already been asked, but if a named pilot flees the battlefield, are they still killed or do they successfully flee?
Ships that flee are usually not considered destroyed for purposes of the mission, so you'll get named pilots back in the next battle if they flee. Fleeing is actually something that people will probably be doing a fair amount of because of the way the points are going to be scored. You can get points for completing objectives and killing enemy ships, and you can lose points if you lose ships. Flying off the edge can save you points and deny them to the enemy.
Is this like Mansions of Madness 2.0 (you can try it, download the app for free and click through)
Okay... I have a list foundation in place for a fully thematic, multi-mission force that is fluid enough to change with card legalities as they arise. Bwahahahaa! Now I'll be ready for the event which has not fully be released to public because it's still half a year in the future! Hah-ha!
Ok, being sick on the holidays suck people. Get your flu shot.
I'm proposing a team-based event locally.
A Rebel team, an Imperial team, and a Scum team. All 3 teams get a captain, likely local leaders in the community. The captains choose players until the Rebel and Imperial teams are even, and the Scum team has roughly half the players as either the Rebel or Imperial team. So if there are 4 Rebels and 4 Imperials, Scum should have 2 players.
Each player is worth 100 points, and the team has one pool, except Scum, whose players are worth 125 points. Unique pilots and upgrades are unique to the team as a whole, naturally.
The goal of the event as a whole is to be the team with the most points at the end. Rebel or Imperial players can "pay" some of their points(no more than 20 points per player) to the Scum team to receive assistance that turn in their battles. For every point a player loses in combat, a point is deducted from the team total, and for every point destroyed, the team total is increased. The only other way to acquire points is to accomplish randomly selected missions during battles, such as protecting an object, the highest PS ship being a VIP that must survive to the end, stuff like that; or to be the Scum team and be paid to render assistance to one team during combat. Some of those objectives are worth varying points depending on difficulty, and are not chosen but instead randomly selected with a dice roll on a table(dont have them all worked out yet so i can't provide that yet)
The way that works is by the Rebel and Imperial teams offering point contracts(like i said, no more than 20 points per player may be offered, so if say the Rebel team is trying to hire a contractor, and they have 4 players, they may only offer a maximum of 80 points, which must be done carefully as in an attempt to win yourself you can pay the Scum team so much that they win), and, upon acceptance, the Scum players may deploy 50 points, alongside the contractee's ships during set up. No more than half of the Scum team can be contracted to the same team at once. So if there is only 2 Scum players, only 1 can be contracted to Rebels or Imperials at once.
Points destroyed by Scum contractors are collected by that player. Points for half-damaged large ships are split 50/50 between the two players.
Any Scum players that are NOT hired, and not challenged by another player, may choose a battle of their choice, and deploy 50 points to participate in. They do not receive points for half-destroyed large base ships. They may attack either other player at their discretion. Nonetheless, when either the Imperial or Rebel player is defeated, the battle ends, regardless of the status of the Scum player.
Players may take as many as 120 points, depending on team cooperation and strategy.
So, the strategy part. All teams have a base of operations, and a fire base for every 2 players on the team, except Scum, which has one per player. Each teams main base cannot be assaulted until at least one of the fire bases have been destroyed. Fire bases may not be targeted until the second round of battles. If a team's main base is destroyed, any player defeated in battle that turn and from then on is eliminated from play. If a fire or main base is attacked, and no defender is selected to defend it, it is automatically destroyed by the attack in a 100-0 victory for the attacker. The game is over by Round 4(or 5, depending on scale of the event), or if all players on the Rebel or Imperial team are eliminated.
Just like in a standard dogfight, initiative between Rebels and Imperials is determined by rolling an attack die and calling the result. Every round after that, initiative is flipped. The team with initiative is the one who decides which player on their team will be engaging another player or base on another team.
At the beginning of the tournament, each player on the Rebel and Imperial team chooses one unique small ship pilot to be their squad leader. Scum chooses 1 unique pilot(large or small base) of their choice. All squads deployed by each player MUST have this unique pilot in their squad, and no other unique pilots. For the Rebel team, who have ships without generic pilots(the ARC-170, Rebel TIE, and Attack shuttle), may field the lowest PS pilot for that ship for one point cheaper, with no pilot ability. For example, a player may field a 24 point PS3 ARC-170 with no pilot ability.
Scum pilots that are attacked may field standard point limits(no more than 120).
Round 1: Dogfights. The team with initiative assigns players to attack other players. Objectives are randomly assigned to each battle. Scum forces entering a battle must do so within range 1 on one side of the board, which may not be within range 3 of either other player's deployment zones. Otherwise, standard tournament rules apply.
Example: Will is the team captain for the Rebels team. He has CJ, Elias, and Tyler on his team. His team won the initiative bid. William and CJ are the most skilled pilots on their team, so they assign themselves to attack Jason and Carlos, the 2 best Imperial pilots, respectively. Elias and Tyler attack Trevor and Jessica, who are Imperial pilots. Kevin and Paige, the two Scum pilots, join Elias' and Tyler's battles, trying to score extra points.
Round 2: Strategic attack and defense. The team without initiative assigns players to defend their fire bases, then the team with initiative assigns players to attack enemy fire bases and players to defend their own bases. The other team then assigns players to attack. If Scum bases were attacked, Scum players assign players to defend their bases. Scum players may join another game(with the same set up rules, except they may not be within range 6 of the base, or within range 6 of the attacking teams set up), or attack a base that is not being attacked. Both sides receive a random objective. If completed, points are awarded, even if that team did not win the battle.
The game is played on an Epic-sized board, with a base constructed from HoTAC pieces on the defending team's side of the board.
The battle is won two ways by the attackers: Destroying the Command structure of the base(the centermost piece of the base, 0 AGI, 12 hull, 6 shields, with all damage cards being dealt facedown), or by destroying all defending forces. Defenders win by having both your command structure and at least 1 ship alive when time is called, or by destroying all attacking forces. 90 minutes of gameplay. Unless contracted, Scum forces do not count as attackers or defenders.
The victor in a base attack receives 50 additional points. If a base is NOT attacked, if there is a defender, that team gains no points. If a base is attacked and there is no defender, the base is destroyed and the attacking team gains 50 points.
Example: In the earlier battles, Will lost to Jason 68-100, but accomplished the objective, gaining 25 extra points. CJ beat Carlos 100-40, but neither player accomplished the objective. Elias beat Trevor 70-35, and accomplished his objective for 15 points. Kevin destroyed 20 points of Rebel ships and 30 points of Imperial ships. Tyler lost to Jessica 0-65, and Paige accomplished her objective for 40 points. The 35 points of Imperial points went to Paige, who destroyed a ship.
In total, the Rebel players had a net gain of 13 points for a total of 413 points, Imperials had a net loss of 63 points for a total of 337 points, and Scum had a net gain of 85 points for a total of 335.
Since the Rebel team had initiative the first round, initiative falls to the Imperial team. CJ and Will task themselves with defending their two bases, and Jason attacks CJ while Carlos attacks Kevin. Trevor and Jessica defend their bases at reduced point levels due to the team being 63 points short, and Tyler and Elias attack them respectively. Enraged by the aggression from the Imperials, Kevin defends their fire base while Paige joins Elias in attacking the Imperial base.
Round 3: Strategic attack and defense.
At this point, main bases may be attacked if possible. They occur just like fire base attacks, except up to 2 attackers and 2 defenders may be deployed. Accordingly, the main base has 2 Command structures. If at least half of a team's firebases are still functional, only one player from each team(with Scum contractors or freelancers excepted) may attack a main base.
The victor in a main base attack receives 100 points. Defenders assigned to main bases that are not attacked do not receive points, and attacks on undefended main bases automatically destroy it and award the attacker with 100 points.
Example:
The Rebel team now has initiative again. Last round, Trevor's Imperial base was destroyed thanks to the Scum team's help, granting a total of 98 points to the Rebels and 52 to Scum, and -100 to the Empire and -42 to Rebels(and +42 to Empire naturally) for the lost ships. Unfortunately, the Scum team lost a fire base as well, granting a full 150 points to the Empire and -100 to Scum, with -62 to Empire for lost ships. The attack on CJ's base failed, granting 150 points to the Rebel team and -100 to the Empire, with -22 points of Rebel losses. Jessica's base was successfully defended, and so the Empire gains 150 points and -100 to the Rebellion, with -40 points in losses.
Team totals:
Rebels: 537
Empire: 399
Scum: 349
Kevin stays behind to protect the main base, and Jessica defends the last Imperial fire base. Will pays the 50 points he got from defending his fire base to Paige to help him attack the second Imperial fire base. CJ attacks the Imperial main base. Elias and Tyler defend the Rebel fire bases. Carlos attacks the Scum main base, and Trevor attacks the second Scum fire base. Since Paige is not there to defend it, it is automatically destroyed.
Round 4: Final round. Strategic attack and defense.
Last round, the last Imperial firebase fell to the combined Scum and Rebel forces. Paige receives 86 points, 50 for the contract(-50 to the Rebels) and 36 for ships destroyed, but lost all her forces and loses 50 points, and Rebels receive 114 points, with 40 points of losses. The Scum fire base went uncontested, so Imperials receive 50 points. Both main base assaults failed, granting both Scum and Empire 200 points each, but Scum lose 60 points and Empire lose 88 points. Both attacks on the Rebel bases failed, but with a combined total of 95 points of losses and 300 points for victory.
Team totals:
Rebels: 754
Empire: 446
Scum: 525
The Empire gets initiative again, and the Rebellion tasks Tyler and Elias to protect the fire bases. The Empire sends both Carlos and Jason to assault the Scum base in a last ditch effort to steal as many points as possible, leaving Jessica and Trevor to defend their main base. The Rebels send Will and CJ to attack the Imperial base, and both Paige and Kevin stay to defend their base.
The Rebellion succeeds in destroying the Empire's main base, and the Empire is successful in destroying Scum's main base. The Rebellion suffers 124 points of losses, the Empire suffers 365 points of losses(200 to Rebel, 165 to Scum), and Scum suffers a full 200 points of losses.
For destroying a main base, the Rebellion and Empire both gain 100 points, in addition to ship kills. If the event were to continue, Scum would be eliminated from play due to losing all members after their main base was destroyed.
Final totals:
Rebels: 930
Empire: 505
Scum: 490
Rebels win the event. Individual player point totals are tracked as well, and the player with the highest MOV from each team wins additional prizes.
Ok so this may seem like, mega complex, but after testing it, once you're playing it's actually rather simple, ultimately no more complex than the X-Wing learn-to-play booklet itself.
Still, it's in a very rough format right now, and is being refined daily, but i think it has potential.