Still need to finish playtesting Shielded Defenses, but this is my next idea (and I have a 3rd rattling around. . .).
Feel free to call me out on missing STL only Imperial ships; I didn't check the lore ship by ship. In any event, may I present:
Stop! Thief!!
One of the jobs of the Imperial navy is to protect Imperial assets. Rebel agents and pirates are always on the lookout for materiel, and often seek to steal it. In this scenario, the Imperials must protect a supply depot from the predations of villainous pirates.
Set Up:
6x3 play area. Players deploy along the short ends of the board.
Instead of asteroids, the players alternate placing 12 cargo container tokens. Cargo containers must be greater than Range 2 from the edges of the board and greater than Range 2 from each other. Cargo containers count as asteroids, except to the C-ROC transports.
Each player brings a 200 point list. The Scum player also brings 150 points in C-ROC cruisers. The Imperial player designs a 150 point reinforcement list--but these ships must be hyperdrive equipped!! Currently, this excludes the TIE/ln, TIE/FO, TIE Interceptor, TIE Bomber, TIE Punisher, and TIE Striker.
Minefield Mapper is banned for the Scum faction but may be used by the Imperials.
Imperial forces set up within range 2 of the Imperial edge, with the exception of the Imperial reinforcements. All Scum ships set up within Range 2 of the Scum edge. Set up proceeds as normal by PS. The Imperials have initiative.
Play:
Play proceeds normally.
Whenever a C-ROC cruiser overruns or stops on a cargo container (based on the C-ROC’s base, not the movement templates), remove that cargo contained from play and place it on the base of the C-ROC cruiser that acquired it. There is no maximum to the number of cargo containers a single C-ROC can acquire.
After the pirates are spotted, the Empire calls for reinforcements. At the beginning of turn 3, before dials are set, the Imperials must deploy all of their reinforcements. They may deploy along any table edge, within Range 1 of the edge. They set dials and move as usual during turn 3.
On any turn after Imperial reinforcements arrive, the C-ROCs may jump to hyperspace by fleeing the table edge. Any cargo containers on an escaped C-ROC become the possession of the Scum player. If a C-ROC is destroyed, any cargo containers on that vessel become the property of the Imperial player.
Victory Conditions:
Control of assets is the goal of this mission. Cargo containers still on the table or secured from destroyed C-ROCs belong to the Imperial player. Cargo containers aboard C-ROCs (both on the table or having made the jump) belong to the scum player. The player with the most cargo containers wins. Depending upon time constraints, this mission can be played until all Scum ships are destroyed or have fled, or can be timed by allowing a pre-set number of rounds (in general, about 5 rounds will take 1 hour).
Options:
This scenario can easily be done with the Rebels replacing Scum; the C-ROC are replaced be Medium Transports. Rebels could also be defending against opportunistic pirates (Rebels vs. Scum), or the Imperials could be attempting to recover stolen contraband using Gozanti cruisers (thus acting as the raiding force).
For players without access to enough C-ROCs, a Medium Transport could stand in for a C-ROC miniature. This could be done as a simple physical substitution for the miniature but with C-ROC stats, or the Scum may have an actual GR-75!!
For players not as worried about thematics, the hyperdrive-equipped requirement could be dropped from the reinforcement list.
Edited by Darth Meanie