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Star Trek: Attack Wing» Forums » Variants

Subject: Tholian Maze Scenario rss

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Daniel van de Laar
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Map:
N
==========================+=======
| | | B1 |
| | |------|
| B3 | B2 | |
| + + |
| | | || |
| + | + | || |
| | | | | \ / |
| | + | + \/ |
W| | | | | |E
| /\ + | + | |
| / \ | | | | |
| || | + | + |
| || | | |
| + + |
| | A2 | A3 |
|------| | |
| A1 | | |
=======+==========================
S


Tholian Web Marker from Tholian Web OP:

+
|
|
|
+


Tokens needed for Scenario:

12 Tholian Web OP tokens (the 8" ones)
4 "disabled" tokens
2 Mission Tokens

Fleets:

Fleets A and B should both be 3 ship, 120 SP (or less) builds. No resources are allowed in this scenario.

Overview:

The Tholians have incapacitated 2 of your capital ships in a maze of webs that function identical to how they function in the Tholian OP event (i.e. If ships end upon, or maneuver dials pass through any of the energy Web Tokens, that ship is destroyed and removed from the Play Area). Your mission is to rescue your capital ships, by retrieving a

Setup:

Tholian Web Tokens

Set up the Tholian Webs as shown. From left to right the first 3 web tokens line up parallel to the W/E edges of the map, 8" away from the W edge (or 28" from the E edge), and beginning on the S each, proceeding due N. The next 3 web tokens are set up parallel to the W/E edges, 16" from the W edge (or 20" from the E edge), beginning at the N edge and preceding due S. The next 3 web tokens run parallel to the W/E edges of the map, 16" away from the E edge (or 20" from the W edge) beginning at the S edge and preceding due N. The final 3 Web Tokens are lined up parallel to the W/E edges of the map 8" from the E edge (i.e. 28" from the W edge) beginning at the N edge and preceding due S.

Disabled Tokens

Once all ships have been placed upon the board, prior to the start of the first game round, place a disabled token beside each of the four disabled ships (A2, A3, B2, and B3 on the Map). (edit: These are removed when/if the ships are rescued.)

Mission Tokens

Place one mission token anywhere within each starting area (i.e. the 4" x 8" areas designated A1 and B1 on the Map).

Placing Ships

In order of initiative Players place each of their three ships in one of the following player specific starting points:

Player A
A1: Rescue Ship (A1) anywhere and facing within 4" x 8" Starting Area.
A2: Disabled Ship (A2) 14" from W edge, 8" from S edge (any facing).
A3: Disabled Ship (A3) 8" from E edge and 8" from S edge (any facing).

Player B
B1: Rescue Ship (B1) anywhere and facing within 4" x 8" Starting Area.
B2: Disabled Ship (B2) 14" from E edge, 8" from N edge (any facing).
B3: Disabled Ship (B3) 8" from W edge and 8" from N edge (any facing).

Game Play

The rescue ships from each fleet must obtain the mission token in their opponent's starting area in order to rescue any of their ships, or attack any of the enemy vessels. These mission Tokens represent encrypted keys used to unlock the binding frequencies holding the disabled ships within the maze in a state of stasis.

The mission token is obtained by the following special action:

ACTION: If your ship is within range 1 of your own mission token, you may put that mission token on the ship that obtained the key. You do not have to de-cloak or drop your shields to do this action. After any ship in your fleet has retrieved you fleet's mission token, any ship in your fleet can retrieve your opponent's Mission Token.

NOTE: If you destroy a ship with a mission token on it, the ship that destroys it automatically retrieves the mission token that was on the newly destroyed ship. If a ship with a Mission Token on it is destroyed by the Web, the Mission Token is returned to the opponent's starting area.

The disabled ships remain disabled until any ship from their own fleet, in possession of its mission token (player A can only use the Token from Player B's staring Area and vice versa) performs the following action:

ACTION: If your ship is within range 1 of a disabled allied ship, you may decrypt the snaring frequency and set the ship at liberty. You do not need to de-cloak or disable shields to do this action, but it is the only action (regardless of other actions you may have otherwise been allowed) permitted in the round that you do this with the exception of the following optional, subsequent Free Action.

OPTIONAL SUBSEQUENT FREE ACTION: As the rescued ship will comes into play uncloaked and having all of its shields disabled (i.e. being vulnerable until it brings its systems fully back on line in the End Phase), the rescuing ship may give itself an Auxiliary Power Token to extend its (active) shields over the other ship until the end phase.

NOTE:
Any damage Shield assigned to the newly rescued ship this round, will damage the rescuing ship's shields. If the shields are penetrated, the rescued ship's hull will suffer whatever overflows the shields.

NOTE: Attacking the rescuing ship will damage the ship normally, but any reduction in shield will mean a reduction in the extended shield.

NOTE: If the ship that extends it's shield in this way looses all shields in that round, give the ship an additional Auxiliary Power Token.

END GAME

FAILURE: If your entire fleet is destroyed either by your opponent, the Web Tokens or some combination of both, you fail this mission.

FAILURE: You fire upon your opponent before retrieving your mission token.

PARTIAL SUCCESS: You defeat your opponent without rescuing any of your own ships

MARGINAL SUCCESS: You defeat you opponent and rescue at least 1 ship (It does not have to survive, but must have been rescued)

COMPLETE SUCCESS: You defeat your opponent and rescue both of your ships (neither of the rescued ships is required to survive, but both must have been rescued).

UTTER SUCCESS: You defeat your enemy, both ships are rescued, and all ships survive.
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George Barnes
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Cool mission looks claustrophobic. it should get real tense when the shooting starts.
 
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Daniel van de Laar
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The hardest part will be the turn around once you get the mission token. That corridor is only 8" wide, and while two 3 turns could do it, it'd be pretty tight. So you'll want to maneuver over to the wall and come down one side of the final passage, then up the other side after a tight turn.

My only concern is that if a player is careless, he may fly into the web at that point (or off the map) before the scenario really gets going.

I may add the following as an optional map, just to make that turn around easier...


N
==============+=========+=========
| | | B1 |
| | |--------|
| B3 | B2 | |
| + +-+ |
| | | || |
| + | + | || |
| | | | | \ / |
| | + | + \/ |
W| | | | | |E
| /\ + | + | |
| / \ | | | | |
| || | + | + |
| || | | |
| +-+ + |
| | A2 | A3 |
|--------| | |
| A1 | | |
=========+=========+==============
S


edit: This would require two of the 4" web token pieces to job the Web over four inches.
 
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