Sunday 17 April 2016

Battlesworn Star Wars Solitaire: The Scenario

After having played a few "Star Wars" genre games using Battlesworn, I thought the rules worked quite well. Some of the new classes in Knights and Knaves have added enough dimension to use characters like Sith/Jedi (Monks) and Bounty Hunters (Rangers), and skilled users of heavy blaster pistols (Pistoleers). There is also scope to thematically use Talismans (force powers) and Magic Weapons (high tech).

Background and Victory Conditions
Smugglers lead by Lando Calrissian have stolen some top secret plans and are preparing to upload them to their employer. The Empire has found out where the smugglers are, and a small raiding party lead by Darth Vader has landed to find and destroy the plans, which are hidden in an old mining building. The smugglers had advance warning of the landing party and quickly set up in defensive positions. The empire wins if the plans are found and destroyed by turn 10 (or 11 depending on whether the game extends). It is assumed that they will be uploaded by this time. However, the empire automatically loses if Darth Vader dies. As usual, if one side has more dead than living before the end of the game, the other side wins. The player controls the empire forces, and the solitaire charts/priorities control the smugglers. Victory is determined at the end of a turn (not during).

The Old Mining Building
The building can be entered from any side, but it takes an action point (not a reaction point) to do so. One model can then use an action or reaction dice to conduct a search. On a 6, the plans are found and destroyed. There is a +1 bonus for each friend in the building. In addition, for each attempt after the first search, +1 is cumulatively added to the roll. Smuggler models cannot enter the building, and models in the building cannot fight or shoot.

Shooter/Rabble
Given the more shooty nature of sci-fi, for this scenario the compulsory 4 fighters are replaced by Shooter/Rabble (1 slot cost). There is no limit on shooter slots. Shooter/Rabble are shooters, but they;
(1) are killed with a single point of damage (as rabble),
(2) are only worth 1/3rd of a figure when killed (as rabble), and
(3) can only charge or intercept models that are rabble or in yellow/red condition.
(4) cannot bid 6 or 1 in close combat (treat as if in condition red for close combat only).

The Escalation Rule (Firefight)
For this scenario, I thought it is better if the escalation does not have a melee focus. On a tied initiative bid, instead of charging, a model will shoot at the closest enemy (select eligible shooters closest to enemy first). Snipers must also shoot at the closest enemy. Any shooters targeted will return fire per the normal rules. In subsequent tied bids, instead of bonus dice in combat, an additional shooter will shoot, increasing in number with each tied bid. Shooters selected must have a loaded weapon and must not have fired (or returned fire) in the current escalation turn.

NPC Priority
The main (scenario specific) priority for the the smugglers is to charge, counter-charge, shoot or reaction shoot at Imperial models that have moved into, are are in a position to enter the building. The bounty hunter will also target Darth Vader where possible. Lando will try to save his shot for something other than a shooter/rabble.

The Smugglers
From left to right: 1 x Lando Calrissian with blaster (Rogue/Pistoleer**), 1 x Mandalorian Bounty Hunter (Sniper/Ranger* plus Magic Ranged Weapon), 2 x Gamorrean Mercenaries (Fighter), 5 x Thugs (Shooter/Rabble). This gives 9 figures for the 12 slots. *For this scenario, the bounty hunter's Ranger skill treats the crystal fields as terrain that can be ignored, and the preferred target is Monks (he is a Jedi/Sith hunter). The Magic Ranged Weapon, for the cost of one slot, simulates the bounty hunter's modified EE-3 carbine. ** Lando's Pistoleer class nullifies a Monk's "Deflect Missiles" ability, and the Talisman cannot be used against it.


The Imperial Raiders
From left to right: 1 x Darth Vader (Monk/Warmage*/Brute), 1 x Sith Apprentice (Monk/Brute), 1 x Veteran Trooper on Speeder (Cavalry), 4 x Stormtroopers (Shooter/Rabble). This gives 7 figures for the 12 slots, a small force. *Darth Vader has the paralysis spell which represents the "force choke". Having the Sith as a Monk/Brute multiclass simulates light sabers that can deflect most missiles (Monk ability), and do more damage in close combat (Brute ability). Both Darth Vader and the Sith Apprentice have Talismans Against Arrows for the cost of one slot, which gives them a one off save against a ranged attack from a Sniper or Shooter. Thematically, this would simulate using the force to stop a laser beam (such as happened in the Force Awakens film).


The Board and Deployment
Below is a 90cm x 90cm table (3' x 3'). The water feature is impassable. The felt patches on the purple crystal field and the weird plant field denote a change of terrain for movement purposes, but only the actual crystals or plants block LOS or offer cover. The hill blocks LOS and also is a change of terrain. The road is a change of terrain, but only once - a figure stops of entering the road, but not when entering new terrain on leaving it. The building is shown on the bottom left hand corner.


With the two sides now deployed, ready for action, and pimped out with Knights and Knaves accoutrements, my next post will be a report on how the fight went.

3 comments:

  1. The fact that Star wars is a meld of fantasy & science fiction makes it a great template for modifying fantasy
    rules into science fiction rules

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  2. I agree. Magic spells in many fantasy rulesets can generally fit force powers.

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  3. All that impassable water does is make a 3' x 3' board into a 3' x 2' one :)

    ReplyDelete