[Community Content] Cinematic Scenarios

By ThatRobHuman, in Star Wars: Armada

21 hours ago, FoaS said:

Reserve for future use (collection of resultant scenario cards)

by @ianediger

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Suggestion:

Some rule which explain how to keep tracking the score would be good. Actual rules only count destroyed things and you know what they are cause they are destroyed. Here something destroyed can remain on the table when the game ends.

We always may use common sense but it would be a way to improve this things.

Maybe assigning victory tokens and a score rule like ship cost x token

Despite my suggestions I really like all those scenarios.

Edited by ovinomanc3r
20 hours 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.

Interdictor immunity bwahahaha

21 hours ago, FoaS said:

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I assume that the Armed Station also gets to attack but when does it get to do it? Or does the ISD attack take the place of the Armed Station attack?

11 minutes ago, Megatronrex said:

I assume that the Armed Station also gets to attack but when does it get to do it? Or does the ISD attack take the place of the Armed Station attack?

Both get to attack. If it is too in favor of the Imperials, I'll change it to only one gets to attack.

It can perform an attack instead of a ship activation.

28 minutes ago, ovinomanc3r said:

Suggestions:

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

Reason: nothing real to exhaust-ready.

Yeah, was coming up with this on the fly, and exhaust was the first thing I thought of. Also intended them to possibly be separate reference cards as well, but your idea is better.

34 minutes 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.

Yeah, I want the ISD to remain docked. Thanks for the suggested word change.

@FoaS , is KDYards down?

22 minutes ago, ianediger said:

Both get to attack. If it is too in favor of the Imperials, I'll change it to only one gets to attack.

It can perform an attack instead of a ship activation.

That's what I thought but just wanted to be sure.

19 minutes ago, ianediger said:

@FoaS , is KDYards down?

Seems to be.

It'll be back up soon.

My web-host is actually moving the server that KDY is on to a new IP address and when DNS changes happen like that it can take 24 hours to propagate properly - sadly I only found out about 4 hours ago.

Edited by FoaS

Seems to be back up now.

It's going to come up at different times for different folks (for example, it's still down for me). It's likely because Cynan's DNS server has different info than others. I'll keep monitoring.

It's also possible that Cynan still has old DNS info and that the server is still up at the old IP, whereas I have the new IP address for KDYards.com and the site is down. It could also be a config issue, which I'm double checking with the host to make sure it's not. I'll let folks know what I find.

Just did a test where I tunneled into Japan and accessed KDY - should be up for everyone.

I am sure someone already did something around the Battle of Endor. Here we have the battle after Death Star destruction. Nothing original here but I thought about the progression system my two favourites LCGs have (Arkham Horror and Lord of the Rings). Both games are based on a mechanic that force you to put some counters on cards to progress through several stages. Why not implement something like that for some complex scenarios giving to objectives the experience of actualy being doing something. So here I am with just an example of it. I didn't bother too much on balance. I didn't try it yet but I really want to. I marked the rules that change when the stage progress to make easier read it. Yes, it is long. I would like it readeable on a card. I added the unnecessary Shield Generator and Death Star Ray to track tokens but also as an easy option to make the objective card lighter. The rules that involved them could be easily printed on them instead of on the objective card. I didn't move into thematic fleet building. I let that to the players. I focused on a fun sceneario as cinematic as possible and I really think I got something. The rebellion must stand against an undestructable imperial fleet without any chance of fleeing and its only hope is to get the Shield Generator destroyed as soon as possible. To represent the time they need to get that the mechanic is to destroy imperial ships in any combination that gave it 6 tokens. The more rounds they failed, the more dangerous the Death Star Ray become!! 3 rounds means byebye Liberty!! Also giving to the Empire the tactical option of destroying tiny ships if desired. In the film imperial ships don't shoot but that is boring so I gave them 1 shot per activation.

SETUP:

The 3' edges of the play area become the Sector 47 and Death Star respectively. The Imperial deployment zone is within 2 range ruler lenghts of Sector 47. The portion of the play area within 2 range ruler lengths of the Death Star II is Shielded Zone. Players mark the limits of the Shielded Zone. The portion of the play area between the Shielded Zone and the Imperial deployment zone is the Rebel deployment zone.

Starting with the Rebel player, players alternate placing obstacles excluding the station. All obstacles must be placed out of the Shielded Zone and beyond distance 1 of any other obstacle.

Starting with the Rebel player, players alternate deploying their fleets. When the rebel player deploy a ship, at least a portion of the Sector 47 must be within its front hull zone firing arc.

After deploying fleets, the imperial player place the Death Star's Ray card next to his ships cards and put an objective token on it. The Rebel player places the Shield Generator card next to his ships cards.

The Rebel player is the first player.

SPECIAL RULE:

After a rebel ship or squadron attacks, if a non-flotilla imperial ship was destroyed, he may place 1, 2 or 3 objective token on the Shield Generator card depending if the destroyed ships was small, medium or large, respectively. As soon as the Shield Generator had 6 objective token on it, flip the objective card.

Imperial ships cannot shoot more than once per activation.

When an imperial ship is destroyed set it aside after removing every unique upgrade card and damage card on it. Wnen an imperial non-unique squadron is destroyed set it aside.

When an imperial ship reveal a squadron dial it may discard it to place as many set-aside squadrons as its squadron value within distance 1 of itself. The squadrons are place with all its hull points and with the activation slider matching the initiative token.

After a ship or squadron ends its activation, if any portion of its base is within the Shielded Zone, it is destroyed.

Once per round, instead of activating a ship, the imperial player may remove any number of tokens from the Death Star Ray card and choose a rebel ship. For each token removed dealt 3 facedown damage card to that ship. The chosen ship cannot be a flagship if possible.

At the start of any round, the imperial player can deploy 1 of his set-aside ships within his deployment zone.

END OF THE ROUND:

The imperial player places an objective token on the Death Star Ray card.

If there is no rebel ships on the play area, the Empire won the Battle of Endor.

-FLIPPED SIDE-

SPECIAL RULE:

Imperial ships cannot shoot more than once per activation.

When an imperial ship is destroyed set it aside after removing every unique upgrade card and damage card on it. Wnen an imperial non-unique squadron is destroyed set it aside.

When an imperial ship reveal a squadron dial it may discard it to place as many set-aside squadrons as its squadron value within distance 1 of itself. The squadrons are place with all its hull points and with the activation slider matching the initiative token.

Once per round, instead of activating a ship, the imperial player may remove any number of tokens from the Death Star Ray card and choose a rebel ship. For each token removed dealt 3 facedown damage card to that ship. The chosen ship cannot be a flagship if possible.

At the start of any round, the imperial player can deploy 1 of his set-aside ships within his deployment zone.

END OF THE ROUND:

The imperial player place an objective token on the Death Star Ray card.

The rebel player roll 1 red dice for each rebel squadron at distance 1 od the Death Star edge. If at least 1 double hit is rolled, the Rebellion won the Battle of Endor.

If there is no rebel ships on the play area, the Empire won the Battle of Endor.

- Some ideas for fixing balance-

Increase/decrease the Death Star Ray

Increase/decrease the objective token reward for killing ships.

Increase/decrease the reinforcement rules

Millenium Falcon appearance after progressing!!

Different setup area sizes.

I've had some scenarios bouncing around in my head lately, haven't really wrote any out. Though I did get to play one a few months ago after writing some thoughts down and combined some objective cards. This one was inspired by HotAC in X-wing and possibly some ledgends stuff I came across. A hidden Imperial base in a nebula testing Tie Phantoms. It was quite fun, but may need some adjustments done.