[Community Content] Cinematic Scenarios

By ThatRobHuman, in Star Wars: Armada

For the purposes of doing interesting things, let's make a community-created Cinematic Scenario deck. Scenario cards are to be used instead of Objective cards that outline specific scenarios to be fulfilled by either player. Post an idea for a one-off scenario and be prepared to receive constructive feedback. As each of them are completed, I can make the cards on KDY for folks to print and play (or folks are welcome to make their own on KDY or elsewhere, of course). Bonus points to people who create multiple scenarios and link them together thematically.

Edit: If your scenario has needs for custom tokens for whatever reason and you want some help getting them made, let me know by @me and I'll work with you to develop some.

Let us establish a template format for ideas to be posted for shared understanding and ease of card-creation.

Scenario Title

  • Background : If you have the room, add some fluff. If there isn't enough room on the card, I reserve the right to cut it in favor of rules, but I'll work with you on it, naturally.
  • Setup: Describe how setup should occur, much like an objective card. If your scenario has a different play area, setup order, game length, or method that defines first and second player, this is where it is noted. If your scenario requires "Imperial" and "Rebel" fleets - this should be noted here as well.
  • Special Rules: If there are special rules that are to be observed throughout the scenario, place them here.
  • End of Round : Much like an objective card's "End of Round" field. If there is a thing that occurs at the end of round (or possible end of certain rounds), note it here.
  • First-player Victory : State what needs to happen for the first player to win, even if it is "prevent first player from achieving victory"
  • Second-player Victory : State what needs to happen for the second player to win, even if it is "prevent first player from achieving victory"
  • Victory: If both players have the same victory condition, use this instead. for example: "at the end of 6 rounds, have more victory tokens than your opponent"

Edit: it is my intent to add these to a Ship-card sized card, so bear that in mind when considering what's important.
Edit2: If people want to make their own scenario cards for this thread on KDY, just add the tag "Community Cinematic Scenario" to the card when you make it

Good luck and fly safe (but not too safe)

Edited by FoaS

Reserve for future use (collection of resultant scenario cards)

by @ianediger

4381h.jpg 4382h.jpg 4383h.jpg

Edited by FoaS

How about a high gravity senerio? All ships need to burn a token+dial to change speed and all clicks are reduced by 1. So to represent the high gravity (black hole, or a fight in the atmosphere). Fighters would be unaffected by it due to their smaller mass.

5 minutes ago, Noosh said:

How about a high gravity senerio? All ships need to burn a token+dial to change speed and all clicks are reduced by 1. So to represent the high gravity (black hole, or a fight in the atmosphere). Fighters would be unaffected by it due to their smaller mass.

neat idea. I think all clicks being reduced by one might be tough - REALLY tough on ships like the victory. "Reduce the total yaw of your movement by 1 to a minimum of 1" might be better.

Just now, FoaS said:

neat idea. I think all clicks being reduced by one might be tough - REALLY tough on ships like the victory. "Reduce the total yaw of your movement by 1 to a minimum of 1" might be better.

I can dig that, never played that idea just sounded fun

Still in alpha, hasn't had any balancing passes yet.

Aftermath of Endor

Setup: First player is Rebellion, Second Player is Empire. Place obstacles as normal, substituting debris fields for the station and asteroid fields. Assign the Despirited effect to the second player and the Emboldened effect to the first player.

Special Rules:

The second player may not include any copies of 'Darth Vader' in their list.

Despirited: When you would resolve a card effect from a commander, officer, weapons team, or support team upgrade card, roll a blue die. On a hit or acc., resolve the effect as normal. On a crit, do not resolve the effect. Remove this effect after 3 rounds.

Emboldened: After your activation, you may exhaust this effect to immediately activate another ship. Remove this effect after 3 rounds.

Victory: At the end of 6 rounds, the player with the highest point total remaining wins.

The scenario I'm posting was originally conceived by another member of the forums, whom I regrettably cannot remember.

Observing the Value of Life

  • Setup : Before placing obstacles, place the station in the center of the board, then place obstacles following normal placement rules. No commanders are used. The play area is 3' by 3'. Fleets may be up to 200 points including up to 100 points of fighters.
  • Special Rules : After executing a maneuver, if a ship overlaps one or more victory tokens, the ship's owner may pick up one or more of the overlapping tokens. Engineering points may not be used to discard damage cards from ships. When a ship takes a damage card, it may place a victory token within distance 1 of itself.
  • End of Round : Both players, starting with the first player, may move each victory token belonging to them. The first player may move the token within distance 1 of its current location. The second player may move the token within distance 2 of its current location. A victory token may be placed overlapping an obstacle, but may not be placed overlapping a ship, squadron, or another victory token.
  • Victory : The player with the most victory point tokens on their surviving ships, or within distance 1 of the station, wins.

Have another one:

Assault on Fondor

Setup: First player is Rebellion, Second Player is Empire. Set the station aside and place obstacles as normal. After obstacles have been placed, the second player must place the station anywhere within the setup area. Place the armed station card next to the second player's ship cards. Then, the second player may deploy an Imperial-II class Star Destroyer at speed 0, overlapping the station. Place an objective token on the deployed ship.

Special Rules: The objective ship may not move, nor be assigned commands. Once per round, the second player may make an attack from the objective ship.

First-Player Victory: The First player wins if the objective ship is destroyed.

Second-Player Victory: The Second Player wins if the objective ship is alive after 6 rounds.

Maybe one more:

The Battle of Jakku

Setup: First Player is Empire, Second Player is Rebellion. Game is played on a 3' by 9' board. Fleet point total is 500, with 1/3 squadron max. Deploy obstacles as normal. Game is 8 rounds.

End of Round: You may redeploy up to 150 points of destroyed ships and squadrons in your deployment area.

Victory: After 8 rounds, the player who destroyed the most fleet points wins.

Awesome stuff: Added all three of your scenarios to the 2nd post. @me if you want to make any changes, or if you want to sign up for KDYards, I can turn ownership of the actual cards to you.

Edited by FoaS

@FoaS You've got the Fondor victory conditions on the Endor card, but otherwise it looks great!

Edit: I'm also ikediger of KDYards.

Edited by ianediger
1 minute ago, ianediger said:

@FoaS You've got the Fondor victory conditions on the Endor card, but otherwise it looks great!

I fix. You may need to CTRL+SHIFT+R for an un-cached refresh of the image.

15 minutes ago, ianediger said:

@FoaS

Edit: I'm also ikediger of KDYards.

well I feel silly. I'll turn the cards over to you in a second :)

Edit: done

Edited by FoaS
25 minutes ago, FoaS said:

Oooh - so you did! I hadn't noticed them on KDY. Why not make them public instead of unlisted or private?

Only because the mission i designed relied on secrecy and some of the cards were not in KDY template like Liberator and Prototype B6.

Not necessarily a scenario, but here's the rough draft of the Rebel Hard Mode for the Corellian Conflict. All rules are the same as the base CC except where noted. Please note, this is super super extreme alpha, never been playtested, so I have no idea how well it will work. There is an Imperial Hard Mode in the works, but I'm having some difficulty working out the scoring.

Fleet Building: Regular CC rules, except the Imperial players have 450 points to start, but may not include an Interdictor at any time. The Rebel players have 350 points to start, but may not include any large base ships. The Rebel players are not confined by the one upgrade rule.

Bases: Only the Imperial players may build bases.

Reinforcements: When the Rebel team buys any reinforcements, they must roll a blue die, with the following modifiers:
Squads and small base ships: 2 rerolls
Medium base ships: 1 reroll
Large base ships: no rerolls
On a hit result, the reinforcement is added as normal. On an acc result, the reinforcement is added as scarred. On a crit result, the reinforcement is destroyed.

Interdiction Assault:
The Rebel team may declare an assault against any of the systems ringing the edge of the map. The Imperial team nominates a defender as normal. During setup, the Imperial player deploys an Interdictor Suppression Refit anywhere in the setup area, with the following upgrades: G7-x Grav Well projector and SW-7 Ion Batteries. The Interdictor may not move, but may resolve all commands as usual, excepting the navigate command. The Interdictor may NOT resolve a command that it resolved the previous round.
The battle ends after 6 rounds or if the Interdictor is destroyed.

If the Rebel team destroys the Interdictor, they may add reinforcements without checking to see if the reinforcements were interdicted. If the Interdictor was not destroyed, the game progresses as usual.
The Imperial team may pay 100 resource points to force the Rebel team to roll for reinforcements again.

4 hours ago, Irokenics said:

Only because the mission i designed relied on secrecy and some of the cards were not in KDY template like Liberator and Prototype B6.

Well, when you are done, I'd be interested in adding some of them to the growing list. I think a couple of the cards may be in the wrong category here and there (campaign bonus cards, for example) instead of scenarios.

2 hours ago, FoaS said:

Well, when you are done, I'd be interested in adding some of them to the growing list. I think a couple of the cards may be in the wrong category here and there (campaign bonus cards, for example) instead of scenarios.

Ah i was only using the template not the category itself.

Like some of those cards are 'action cards' even though i used the upgrade template.

I can make a new Misc card type for action cards, if you want. If you do, I just need to know a few things:

- do you want to be able to add art?
- what size card to you want?
- do they need a faction or point cost indicator?
- is there any particular iconography you want on the card backs?

Shield Gate Assault

Setup: Place obstacles as normal, excluding the station. After the five obstacles are placed, the second player places the station in the setup area beyond distance 5 of both players' edges and beyond distance 1 of all other obstacles.

During deployment, the second player may deploy ships at distance 1 of the station (even if this would put them outside of the setup area) or in his normal deployment zone. The second player may deploy ships at speed 0. The second player may deploy squadrons within distance 1-2 of any ship already deployed, (even outside of the setup area).

Special Rules: During play, the station does not heal damage. The first player may make attacks against the station. It has 20 hull points and cannot suffer critical effects. If a ship overlaps the station, the ship and the station each suffer 1 facedown damage card.

The second player's ships may spend defense tokens even while at speed 0.

End of Game: If the station is destroyed, the first player gains a victory token (100 points). Otherwise, the second player gains a victory token.

This hasn't been balanced or tested properly and could do with re-balancing, but I thought that this could be quite interesting.

Into the Death Star

  • Setup: First player is Rebellion, Second player is Empire. Game is to be played on a 6' x 6' area. Place obstacles as normal, except the station. The First player's fleet point limit is 450pts and up to half of it may be used for squadrons. The Second player's fleet point limit is 500pts but only one third may be used for squadrons. The second player may deploy their ships at speed 0.
  • Special Rules: During play, If a Squadron belonging to the First player enters the Second players deployment zone, roll a black dice. If it is a hit the First player receives a victory token (50pts), two If that squadron has Bomber. Then remove that squadron from play.
  • End of Game: The First player receives half of the point value of every enemy ship destroyed. The player with the most points after 6 rounds wins.

Probably could do with some re-balancing/wording but I'd love to hear peoples opinions and suggestions.

Edited by Atromix
21 hours ago, FoaS said:

Reserve for future use (collection of resultant scenario cards)

by @ianediger

4381h.jpg

Suggestion:

BEFORE THE BEGINNING OF THE FIRST ROUND the second player MUST deploy an ISD-II at speed 0 overlapping the station.

MUST cause if it is optional the scenario has no sense at all.

BEFORE THE BEGINNING OF THE FIRST ROUND cause the interaction of the setup with GSR. If the deployment goes after placing the ISD an interdictor would be able to move the station breaking the docking. Maybe you want that but I think you want a cinematic scenario. This way an interdictor is able to move the station but the ISD will remain over the station. The sense of GSR on this scenario is a different question but as long as it works on other obstacles it remains interesting. I looked for rules interaction issues, not tactical decisions.

1 minute ago, ovinomanc3r said:

Suggestion:

BEFORE THE BEGINNING OF THE FIRST ROUND the second player MUST deploy an ISD-II at speed 0 overlapping the station.

MUST cause if it is optional the scenario has no sense at all.

BEFORE THE BEGINNING OF THE FIRST ROUND cause the interaction of the setup with GSR. If the deployment goes after placing the ISD an interdictor would be able to move the station breaking the docking. Maybe you want that but I think you want a cinematic scenario. This way an interdictor is able to move the station but the ISD will remain over the station. The sense of GSR on this scenario is a different question but as long as it works on other obstacles it remains interesting. I looked for rules interaction issues, not tactical decisions.

You might have a point. paging @ianediger as that is their scenario card. any thoughts?

21 hours ago, FoaS said:

Reserve for future use (collection of resultant scenario cards)

by @ianediger

4382h.jpg

Suggestions:

Emboldened: once per round before the 4th round, after activating a ship, blah blah.

Reason: nothing real to exhaust-ready.