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Custom Scenario: Capturing Han Solo
LEGAL MAPS: Anchorhead Mos Eisley Residence Peaceful City Cantina Map Mos Eisley Coruscant Taris Lower City Black Pit Slums Old Casino Fueling Station Commerce Plaza (I don't own this one) Coruscant Streets Outlaw City
REBEL SETUP: Rebel squad size is 150 points and must include a version of Han Solo and a version of Chewbacca. Set up in the customer area of the cantina, cafe, restaurant, or casino. (All of the above have a cantina or cafe or restaurant or casino.) For squadbuilding, no troopers or soldiers allowed - this is an off-duty party. Han Solo must be set up so that he has to move at least 18 squares to reach the nearest exit from the map. The Rebel character may add tiles to block exits and hinder movement in order to satisfy this requirement. (Tiles may not be placed in the Rebel starting zone.)
MANDALORIAN SETUP: Mandalorian squad size is 200 points and must include a version of Boba Fett. Mandos set up second and may set up in any square as long as they do not have line of sight to any Rebels.
SPECIAL RULES:
Regardless of initiative roll, Mandalorians take the first activation of the first round. On the first turn, a Mandalorian character must move so that they have line of sight to a Rebel character to begin the action.
All Mandalorians gain the following special ability:
Capture Prisoner: Replaces attacks; make an attack roll against a target enemy within 2 squares. Select an ally within two squares of the enemy. Ally makes an attack roll against the enemy. Both attack rolls cause no damage and cannot be canceled. If both attack rolls are successful, the enemy is considered a prisoner. The prisoner joins this character’s squad, is always considered activated, and cannot be damaged. This effect may be canceled if an adjacent Bodyguard takes 40 damage.
Note that both attack rolls are not technically attacks. They are non-damaging and the second Imperial attack roll does not cost an activation, does not follow the targeting rules, and ignores melee attack. The captured Rebel character is considered part of the Imperial squad but is always considered activated and may not take a turn. The two Imperial characters who captured the Rebel character are considered the Rebel’s guards. Guards may not attack any other character.
Rules for moving a captured character: A prisoner must always have two guards within 2 squares. At any time, the Mandalorian character may change designations of who is a guard and who is not, provided that at the end of every turn, there are two guards within two squares of the captured Rebel. (Thus, if a guard is defeated but a third Mandalorian is within 2 squares of the Rebel, a new guard may be designated immediately.) At the end of any turn, if the prisoner does not have two guards within two squares, the prisoner escapes (rejoins their original squad as an activated character). Guards gain the following special ability:
Move Prisoner: Replaces turn; this character, the other guard, and the prisoner may each move up to 12 squares. All three are considered activated. If any of the three exit the battle grid, all 3 may exit. Usable only if both guards are unactivated.
All attacks against Han Solo are stun attacks. If Han Solo is defeated, leave the miniature on the board. Han is considered 'fallen' and can no longer be activated. All characters (on both sides) gain the following special ability:
Carry The Fallen: Replaces turn. If this character is not adjacent to an enemy, this character and an adjacent fallen character may move up to this character's speed. The characters must be adjacent after the moves.
"Clean Escape" rule: Han Solo may not leave the battle grid if he begins his turn adjacent to an enemy, and if he is hit by an attack of opportunity he may not move for the rest of the turn.
VICTORY CONDITIONS Mandalorian victory condition: Mandalorians must satisfy one of these conditions: * Han Solo is captured with a Capture Prisoner action and moves off the battle grid under control of the Mandalorians. * Han Solo is defeated and is moved off the battle grid by a Mandalorian with a Carry the Fallen action.
Rebel victory condition: Rebels must satisfy one of these condtions: * Han Solo leaves the battle grid on his own turn. * Han Solo is defeated and is moved off the battle grid by a Rebel with a Carry the Fallen action.
VARIANT: Change Mandalorians/Boba Fett and Rebels/Han Solo for any other factions and unique characters. ===
Comments/suggestions welcome.
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Rank: Advanced Bloo Milk Member Groups: Member
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This sounds like fun but Capture Prisoner might be overpowered once it reaches the point of close combat.
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corranhorn wrote:This sounds like fun but Capture Prisoner might be overpowered once it reaches the point of close combat. It depends, we have done a Capture scenario before (The Capture of General Dodonna info here: http://www.bloomilk.com/Forums/default.aspx?g=posts&t=10351 ) And those are the rules from the Ultimate Missions, Rebel Storm book. The Hard part is getting 2 people close enough to do it and then keeping them next to the prisoner. They have to survive approaching the prisoner and then the Attacker is losing 2 attackers to guard 1 person. In that regard it is farily balanced. In the above link I had to use a combo of Stealth and the overwhelming power of Vader just to make it into the area to capture Jan. And then I lose Vader as an attacker until I can get Dodonna out. I think it worked well the first time.
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AndyHatton wrote:corranhorn wrote:This sounds like fun but Capture Prisoner might be overpowered once it reaches the point of close combat. It depends, we have done a Capture scenario before (The Capture of General Dodonna info here: http://www.bloomilk.com/Forums/default.aspx?g=posts&t=10351 ) And those are the rules from the Ultimate Missions, Rebel Storm book. The Hard part is getting 2 people close enough to do it and then keeping them next to the prisoner. They have to survive approaching the prisoner and then the Attacker is losing 2 attackers to guard 1 person. In that regard it is farily balanced. In the above link I had to use a combo of Stealth and the overwhelming power of Vader just to make it into the area to capture Jan. And then I lose Vader as an attacker until I can get Dodonna out. I think it worked well the first time. The problem with the Dodonna-capture scenario was the 'clock'. You only had a certain number of rounds to get Dodonna off the map. If you hadn't swapped Dodonna, there's no way you would have been able to get him off the map in time. But you didn't waste any time getting in there - I think that just means we underestimated what the minimum number of rounds should have been. The thing is, though, that the appropriate number of rounds depends on the map, so we'd have that issue of 'guessing' what the victory condition should be regardless what we do. So I tried to introduce rules that turn off the round-limit... once Han is off the map we will have a winner and he'll either be in the Rebels' hands or the Mandalorians' hands. I'm glad you think Capture Prisoner is overpowered, because I kind of thought it might be underpowered... you give up two attackers to move one prisoner, and if one is defeated the prisoner might be freed again if there isn't another guard nearby to immediately take his place. I think defeating Han and using Carry the Fallen would probably be the easier route to victory for the Mandos. One thing that just came to mind... thematically I think Bodyguard should somehow be able to stop Capture Prisoner. Take, say, 40 damage to cancel Capture Prisoner? Also, for thematic reasons I added a requirement that the Rebel player include Chewbacca. He would be there.
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FlyingArrow wrote:AndyHatton wrote:corranhorn wrote:This sounds like fun but Capture Prisoner might be overpowered once it reaches the point of close combat. It depends, we have done a Capture scenario before (The Capture of General Dodonna info here: http://www.bloomilk.com/Forums/default.aspx?g=posts&t=10351 ) And those are the rules from the Ultimate Missions, Rebel Storm book. The Hard part is getting 2 people close enough to do it and then keeping them next to the prisoner. They have to survive approaching the prisoner and then the Attacker is losing 2 attackers to guard 1 person. In that regard it is farily balanced. In the above link I had to use a combo of Stealth and the overwhelming power of Vader just to make it into the area to capture Jan. And then I lose Vader as an attacker until I can get Dodonna out. I think it worked well the first time. The problem with the Dodonna-capture scenario was the 'clock'. You only had a certain number of rounds to get Dodonna off the map. If you hadn't swapped Dodonna, there's no way you would have been able to get him off the map in time. But you didn't waste any time getting in there - I think that just means we underestimated what the minimum number of rounds should have been. The thing is, though, that the appropriate number of rounds depends on the map, so we'd have that issue of 'guessing' what the victory condition should be regardless what we do. So I tried to introduce rules that turn off the round-limit... once Han is off the map we will have a winner and he'll either be in the Rebels' hands or the Mandalorians' hands. I'm glad you think Capture Prisoner is overpowered, because I kind of thought it might be underpowered... you give up two attackers to move one prisoner, and if one is defeated the prisoner might be freed again if there isn't another guard nearby to immediately take his place. I think defeating Han and using Carry the Fallen would probably be the easier route to victory for the Mandos. One thing that just came to mind... thematically I think Bodyguard should somehow be able to stop Capture Prisoner. Take, say, 40 damage to cancel Capture Prisoner? Also, for thematic reasons I added a requirement that the Rebel player include Chewbacca. He would be there. I was just about to ask about Bodyguards, I think 40 damage to cancel sounds just about perfect. And I forgot quite how tight getting Dodonna out was, so I like the amended rules, I think this will generally work out better, especially with the option for escape (was that available with Dodonna or just the round limit?) The Rebels will have a balance issue since Han is usually such a strong shooter...the issue being using him on the field and getting him off in time, especially with the already numbers disadvantage the Rebels have. I think that is a good change to the round limitations. But I tend to agree with FlyingArrow, the lose of 2 attackers is a rough thing to deal with, and I think Carry the Fallen adds a good route and alternative, especially since it can be used by either side.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Oh - I just realized I didn't include the rules for how to move the captured prisoner. That might help.
Also, I added that Han has to stop if he is hit by an attack of opportunity. What do you think of that rule? He has to start 18 (movement) squares away from the edge, but he could still conceivably get out in 2 turns. The 'clean escape' rules should slow him down some.
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Neat little scenario; pics would be great to top it off, and thanks again for sharing...
maybe in the future there could be some pirate raid scenarios? or some kind of mass battle?
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