We discuss the Assassin Scenario, a homebre scenario created by podcast host Kris. We talk about the challenges of the event and some changes to the scenario to improve it. Check out the updated scneario below...
Hosts: Denes, Kris, Pete, Ryan, & Timothy
Assassin Scenario:
- Each Player builds1ship with a point cap of 50pts.
- It was suggested that a cap of 60 be used to allow the Flagship resource to be legal (independent versions)
- The Verteron Pulse Trap upgrade is banned.
- Each Player is assigned a target that they must eliminate, once the target is eliminated, the player takes the eliminated player’s target and continues to play.
- Ships that are not your current target are considered neutral ships, neither friendly nor enemy and cannot be attacked during the combat phase.
- Abilities that specify friendly or enemy ships cannot target or affect neutral ships. e. Cloaked Mines – will not affect neutral ships that pass within range 1 of the token.
- If you destroy your target in the combat phase and have the ability to perform another attack, you may attack your new target if you are able to target it.
- Each player will be assigned a random starting location.
- Each player will add 1 obstacle to the battle mat, players may choose from the following obstacles.
- Asteroid Field: When an attack is obstructed by this obstacle, the defender rolls 2 additional defense dice instead of 1.
- Debris: When a ship moves into or through this obstacle, it sustains 1 normal damage in addition to normal obstacle damage, this additional damage cannot be negated or reduced.
- Derelict Ship: Once per turn, during the Planning Phase, each player may remove 1 aux power token from a ship within range 1 of a Derelict Ship.
- Space Station: Once per turn each player may have their ship forego its attack to have the space station make a 3 dice attack against any ship within range 2 of the space station, this is a secondary weapon attack.
- Obstacles may not be placed within range 2 of any edge of the play mat or within range 1 of another obstacle. (If there are more than 6 players, the limit is 6in of any edge of the play mat.)
- The game ends when one player is left.
- 1st Place: Last Player Standing
- 2nd Place: Most Kills
Set-Up:
- Use a standard 3’ by 3’ play area.
- Maximum number of players per game 8.
- Divide the circumference of the play area into a number of starting zones equal to the number of players.
- 4 players: Each player starts on their own side but not within range 2 of a corner.
- 5 Players: Each player has a set up zone about 29 inches wide.
- 6 Players: Each player has a set up zone about 24 inches wide.
- 7 Players: Each player has a set up zone about 20.5 inches wide.
- 8 Players: Each player has a set up zone about 18 inches wide.
- Note: This set up has 4 players with setup zones centered on a side of the play area and 4 players have setup zones in the corners of the play are.
- Make sure that players are not setting up in zones adjacent to their targets.
- Players roll for initiative, the player with initiative placers their obstacle, then going clockwise around the table, the each other player places their obstacle.
- Players with the same captain skill roll for initiative, these players pass initiative clockwise.
- Players place their ship in their starting zone in order of captain skill.
Game Play:
- Play proceeds in order of captain skill as normal.
- There is no time limit for this scenario, play continues until only 1 player remains.
Victory Condition:
- 1st Place: Be the last player with their ship on the play area.
- 2nd Place: Eliminated the most players.