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Creating some Solo Player Custom Scenario's and looking for Community input. :) Options
SquelchDog
Posted: Tuesday, November 20, 2012 3:22:57 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Hey guys, just like the thread title says. I could use some help and Community input for this idea to take off and make workable. I have some idea's already but this is the gist of it. I talked to Jason Tanner, Aka NickName, a while back. He gave me the go ahead to use his Solo Play idea and modify it a little to make some Solo play Scenarios of my own. The scenario he made which is really cool is called Peril in the Kailion Caves. For those who haven't seen it, it was published on the WotC site. It pits a Non-Unique squad of Jedi against a random squad of Monsters that all have the Savage Special ability. There are random dice tables to roll for movement and attack for the Savage Monster squad.

The old Dantooine Base site had it posted on there for people to read, but sadly the site is down. What I'll do is post the specifics I'm starting with, and go from there. What I would like to do is modify Jason's idea's a little and get a workable Solo Rule Set going. I realize some Scenario's will probably need their own specific rules in that a Squad of Stormtroopers aren't going to randomly Roam around the map. Maybe each Scenario has slight modifiers to it, but I don't want to get too ahead of myself. Wink

So here is what Jason has:

Initiative
The player rolls a die for initiative. On a roll of 1 to 10, the creatures go first. On a roll of 11 to 20, the player goes
first. (If available, Recon, Anticipation, or other effects may be applied to the roll normally.)

Special Scenario Rules
The placement, movement, and attacks of creatures are controlled by a number of special rules that simulate
random encounters in the caves.

Creature Activations
The player alternates between his phase and the creatures' phase as normal. The creatures' moves and attacks
are randomized using the Attack Table and Move Table below.
First, determine which creature will move next. The creature that can do the most potential damage will activate.
If creatures are tied, the one with the fewest remaining Hit Points will activate. If they're still tied, the lowest-cost
creature will activate. And if they're still tied, choose randomly.

For example, a Gundark adjacent to an enemy can potentially do 40 damage with its Quadruple Attack.
Therefore, it would move before an Acklay that is 6 squares from an enemy and can do
only 20 damage (even though it could do more damage when adjacent with its Triple
Attack). The Acklay, in turn, would move before a Nexu that is 18 squares away and can't
attack at all.

Once a creature is selected, determine if it is within its speed of any character in the
player's squad and has the opportunity to attack.
If the creature meets that condition, roll a d20 on the Attack Table below.
If the creature does not meet that condition, roll a d20 on the Move Table below. If the
creature is more than double its speed from any of the player's characters, add 4 to the
roll.

Rules for Attacking
Creatures will attack before moving if the option is available. They will not move at all if it would mean giving up
an attack of opportunity (barring a roll that explicitly requires them to do so). If multiple enemies meet the
requirements to be attacked, always attack the lowest-cost living enemy. If multiple enemies have the same cost,
choose randomly.

Rules for Moving
Creatures will stop if they become adjacent to an enemy; they will not give up attacks of opportunity. They will
generally move around any obstacles that block their path, attempting to end as close as possible to their target
space (either an enemy, or, when roaming, the farthest square they could reach in the desired direction if nothing
blocked their path).

Other Rules
Creatures ignore doors.
Creatures ignore the restrictions of Savage, using the various tables in place of that ability.
If a roll results in an impossible action, such as attacking a friendly creature when there are no other creatures on
the map, select the previous action on the table instead.

ATTACK TABLE
Roll Attack
1 Rage: Reroll, but give up attacks of opportunity if required to perform the action.
2-5 Savage: Attack nearest enemy.
6-8 Fear: Attack enemy within reach with highest point cost.
9-10 Bloodlust: Attack nearest wounded enemy.
11-
12 Vicious: Attack enemy within reach with fewest hit points remaining.
13 Reposition: Attack an enemy from a space as far as possible from the current space.
14-
16 Hunt: Attack nearest living enemy.
17 Curiosity: Attack nearest non-living enemy.
18 Territorial: Attack nearest friendly creature.
19-20
Roam slowly: Roll on the Roam Diagram below to move normal speed in a random direction (even if
doing so results in not attacking).

MOVE TABLE
ROAM DIAGRAM
Roll Move
1 Rage: Reroll, but give up attacks of opportunity if required to perform the action.
2-6 Savage: Move double speed toward nearest enemy.
7-10 Hunt: Move normal speed toward nearest living enemy.
11 Distraction: Move double speed toward nearest enemy in line of sight.
12 Curiosity: Move double speed toward nearest non-living enemy.
13 Cower: Move normal speed away from nearest enemy in line of sight.
14 Herd: Move double speed toward nearest creature.
15-19 Roam slowly: Roll on the Roam Diagram below to move normal speed in a random direction.
20 Roam quickly: Roll on the Roam Diagram below to move double speed in a random direction.

The Roam diagram looks like this. Roam being the square the Savage Creature currently occupies. And the numbers being the direction the Creature decides to take.

1-2 3-5 6-7
18-20 Roam 8-10
16-17 13-15 11-12

So this is my basic starting point. Anyway, let me know what you guys think and I can go from there. Smile
SquelchDog
Posted: Tuesday, November 20, 2012 3:32:14 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Oh before I forget, I started a small basic outline and an Offline Vassal setup for my first mission. Here are the two squads I chose. I'm playing through it as the Rebel Squad.

Rebel
http://www.bloomilk.com/Squad/90923/blue-team-2--rebel-marines
In addition to these characters I added an R7 Astromech Droid to this squad.

Imperial
http://www.bloomilk.com/Squad/89505/gundark-squad
In addition to these characters I added an RA-7 Death Star Protocol Droid

Here is the rough outline I came up so far.

Rebel versus Empire 50 PT Battle.

A Rebel Strike Squad managed to stow away undetected on a Cargo Shuttle. LT Kendrayke and his squad have orders to take over the Imperial Space Station. To accomplish this mission they need to complete several tasks.

Task 1: Get the R7 Astromech Droid plugged into the Imperial Network.
This can be done in the Maintenance Station room. His job is to monitor the Imperial security footage making sure the Imperials stay ignorant to the Rebels for as long as possible. Once he disables the alarms and cameras the squad can continue with their mission. Next he will use the Network to see how many Imperial Forces are on station as well as their whereabouts. This will help the squad to determine how best to take the station. * (This gives you the location of every Imperial on the map) *

Task 2: Next the Squad will take over the Flight Control Center. This will prevent the Imperials from calling in Reinforcements.

Task 3: They will need to place a small EMP charge on the Tractor Beam to disable it.

Task 4: The squad is tasked to take The Imperial Officer and or the Protocol Droid Prisoner. It’s preferred to take both but the Task will be considered complete with one or the other.

Special Rules: Other than the Officer and Droid all other Imperials are considered expendable. They are to be dealt with as hostiles; however they can also be taken Prisoner if they become incapacitated and are considered a non-threat status during the mission.

Special Rules: As long as Task 1 is completed the Imperials will not be alerted to the Rebels infiltration. Therefore they will not take an official turn until alerted to their presence. Once an Imperial has LOS to a Rebel, turns and initiative rules take effect. The first Imperial will alert the rest of the base via comlink to the Rebels presence.

**This XP part is for the SWM{CE}** This is for Campaign Play.

Experience Points:
Each Imperial is worth their point cost in XP.
Each completed task is worth 2.5 XP.
If the squad manages to take both the Officer and Droid prisoner they will get 10 XP for that Task. Other wise it is the only worth the original 2.5XP for that task.
Every other prisoner taken is worth an additional 2XP.

Taking over the station and completing the mission is worth an additional 30 XP.

I can see if I can post the Vassal pic's so people can get and Idea of what I roughly have as the Player's and Imperial squads starting points are.

But feel free to let me know what you think in the meantime. Smile I'm trying to keep this simple to start with. Once I have a better concept of how to control the Non-Player squads I'll design some other tougher squads and scenarios.




SquelchDog
Posted: Tuesday, November 20, 2012 4:01:15 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Here's the map and starting points I have so far. BigGrin

SquelchDog
Posted: Saturday, November 24, 2012 3:24:13 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Bump Smile

Looking to knock around some idea's if anyone is interested. Wink
theConsortium
Posted: Friday, November 30, 2012 7:59:36 PM
Rank: Rancor
Groups: Member

Joined: 6/14/2012
Posts: 33
The Rebels vs. Imperials scenario is fairly likeable, and I have to say, the teams are rather well balanced. Nice job. The Rebel team could use some more variety, but it doesn't really matter (unless they have specific roles, such as demolitionist, infiltration expert, ect.). 50pts. would probably be a short game, and you might try 75pts. just to make it longer.

I like the objectives given to the Rebels, but perhaps there could be defensive objectives as well, such as protecting the astromech droid from an attempt by the Imperials to capture/destroy it. If the Imperials succeed, they regain control of the network, allowing them to gain reinforcements, or something to that effect.

Overall, it's a good scenario; it just needs some spicing up. Well, the best way to determine how a scenario will work is to try it out.
FlyingArrow
Posted: Friday, November 30, 2012 8:20:27 PM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
How do the Imperials move? They aren't Savage, so do the rules from above still work?
SquelchDog
Posted: Thursday, December 6, 2012 10:23:17 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/2/2009
Posts: 1,686
Location: New York, Albany Just south of Darth Maul's House
Cool beans, thanks for the reply's guys. Smile

@FlyingArrow Exactly, since the Imp's aren't savages what I'm looking to do is modify NickName's Dice tables into something more realistic for them. I realize this won't be a perfect representation of another human player, but I feel like with a little work I can get it as close as possible to the feel of playing another opponent.

With the scenario I have set up at the moment. I'm thinking I may need 3 Dice table's. A Random Movement roll for the Imperials to wander the map while they are oblivious to the Rebel attack. An Attack/Movement roll for when the Imperials have LOS to a Rebel and can make an attack, possibly while moving into cover if available. And a Movement roll for Imperial's that know the Rebels are there but can't attack from their Starting point because they don't have LOS to an enemy Rebel character.

@ theConsortium Yeah I was thinking the same thing the more I looked at the squads and objectives. I'll have to add some more points to the squads and modify the squad members with the objectives in mind. Smile I'm really digging your idea of defending the Astromech with possible reinforcements for the Imperials. Very Cool! Cool

Thanks for the input guys. Feel free to add more, I could use the help. ThumpUp
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