This is a little idea I cooked up with a buddy after we found that the scenario in the booklet that uses warheads (Strategic Salvo, pg. 21,
Epic Battles
) to be a little bit unbalanced. We also thought it should be crazier and have more explosions.
I'm hoping this will make as much sense to you all as it does to me. Any feedback is appreciated.
HEAVY ORDNANCE
2
Players, Head-to-Head
Squad Limit:
500 squad points or 20 Threat
Scenario Setup:
Play Area:
6’x3’
Obstacles
: Any 12
5 Red Warheads(P1)
5 Blue Warheads(P2)
Deployment Zones: P1: R2 of a long edge and outside of R3 of a short edge. P2 R2 of the opposite long edge and outside of R3 of a short edge. Same Deployment as “Cover the Evacuation” (pg. 19, Epic Battles )
Place Markers and Remotes: Players deploy as normal. Then, P1 places 3 warhead remotes along its edge of the play area, beyond R2 of another warhead remote. Then, P2 places 3 warhead remotes along its edge of the play area.
Scenario Rules:
Intercept Ordnance!:
After a warhead is destroyed by an attack or flees, the opposing team scores 1[VICTORY POINT].
Escort the Warheads:
While a warhead defends, if there is a friendly ship at range 0-1 of it’s [REMOTE TOKEN] and in its [Front 180 ARC], change all of its [FOCUS] results to [EVADE] results.
Warheads Away {System Phase}:
Starting with the player who has the initiative, players alternate relocating their warheads forward using a [4 STRAIGHT], [3 BANK LEFT], or [3 BANK RIGHT] template (see page 11, Epic Battles).
Experimental Warheads {System Phase}:
When activated, a warhead may choose to relocate using the [3 HARD LEFT] or [3 HARD RIGHT] template. If it does, it receives a [STRESS TOKEN].
Overwhelmed Gyro-stabilizers:
A warhead with a [STRESS TOKEN] must relocate using a [4 STRAIGHT] template in the Systems Phase. When it does, remove its [STRESS TOKEN].
Controlled Detonation {End Phase}:
Starting with the player who has the initiative, players alternate choosing to detonate a warhead that they control or pass. A warhead with a [STRESS TOKEN] may not be selected. When a warhead is chosen this way, it detonates according to the rules on its card and then is removed. After both players have passed, no more warheads may be detonated with “Controlled Detonation.”
High-Value Targets
: When a warhead detonated with
Controlled Detonation
deals 3 or more damage to enemy ships, its controller scores 1[VICTORY POINT]. If it deals 5 or more damage to enemy ships, score 2[VICTORY POINTS] instead.
End of Game {End Phase} : If there are no warheads in play, the game ends.
Scoring:
Standard Scoring, plus 25 points (or 1 THREAT) per [VICTORY POINT] that player scored. In a tie, the team with the lowest total casualties wins.