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Xia: Legends of a Drift System» Forums » Variants

Subject: Addon: The Xythis Invasion rss

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Kip Kwiatkowski
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Setup: Before placing the initial tiles, set aside the Tigris Gate and shuffle the remaining tiles. Remove the top 10 tiles from the pile and shuffle the Tigris gate into the stack of 10. After shuffling add the stack containing the Tigris Gate to the BOTTOM of the tile stack.

This Story Line begins when someone reveals the Tigris Gate. Players can not win with FP until the Tigris Gate is disabled and all of the Xythis ships are destroyed. The game is considered lost if all discovered planets are colonized by Xythis.

At the end of each player's turn they must roll a d20
1-4: Xythis Baseship spawns
5-8: 2 Xythis Harvesters spawn
9-14: 1 Xythis Harvester spawns
15-19: Nothing Happens
20: Gate Malfunctions, nothing happens and the next player in turn order does not make this roll at the end of their turn. (Rolling a 20 on this roll does not count for purposes of gaining FP.)

Each player is responsible for moving the Xythis ships spawned at the end of their turn. Xythis ships start their turn as soon as they are spawned.

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Xythis Harvester
(Represented by some external token)
Shields: d8
Health: 8
Bounty: None
Movement: 8
A Xythis Harvester will move towards the nearest Harvest point in a Nebula sector* ** (or the mission point in the case of Vortex 86). After reaching their destination they will move back towards the Tigris Gate. If they reach the gate the token is removed from the board and the chances of spawning a Baseship is increased by 1. 20 ALWAYS means the gate malfunctions (Example: 6 ships have reached the gate, The new roll results are 1-10: Baseship, 11-14: 2 Harvesters, 15-19: 1 Harvester). In the event that the Tigris Gate has been disabled, it is now reenabled with the original d20 chance of spawning ships.

*If there are no Nebulas in play the Harvester will target the nearest open border and explore via "blind-jump" until a Nebula is found.

**Any harvester spawned by a Xythis Colony is considered to have completed the Harvest portion of its movement and moves directly toward the Tigris Gate.

Standard (1) FP is awarded for destroying a Xythis Harvester


Xythis Baseship
(Represented by a 5,000 piece)
Shields: d12
Health: 20
Attack: 2x d12 missile, 2x d8 blaster, Planetary Attack
Movement: 4
A Xythis Baseship will move towards the nearest planetary entrance that is not already occupied by a Baseship. The Baseship will remain outside of the entrance, the entrance is considered sealed (no non-Xythis ships may enter or exit), the Baseship will not move from this position until destroyed. The Baseship will attack any non-Xythis ships within range on its turn (ether before or after movement, it will not interrupt movement, and will not move from the planetary entrance). If at a planetary entrance the Baseship will use its Planetary Attack. Both the Baseship and the Planet roll a d8 add +2 to the Baseship's roll (the player to the left of the player controlling the Baseship rolls for the planet) the losing party takes the difference in damage. Damage is placed on the Planet's spaces as though they were spaces in the hold of a ship. When a Planet is fully damaged it is now a Xythis Colony. Once planet has been converted to a Colony the Baseship repairs 3 damage at the beginning of its turn.

3 FP is awarded for destroying a Baseship, and the 5,000 piece is collected as bounty. If the Baseship was guarding a Colony see the "Post-Colonization" Section.


Xythis Colony
(The player responsible for the Xythis Baseship that created the Colony is also responsible for the Colony's action)
Action: Once on it's turn the Colony spawns a Harvester in the space directly behind the Baseship guarding the entrance (even though it has damage in that space). The Harvester will proceed as mentioned above in the "Harvester" section.

Post-Colonization
Once the Baseship guarding a Colony is destroyed, it is no longer considered a Colony, and the Space directly behind the planetary entrance is healed of damage. The planet will then begin to Rebuild (see "Rebuilding Planets".

--------------------------------------------------------------------------

Disabling the Tigris Gate
To disable the Tigris Gate: As an Action: A player must be on the Tigris Gate and spend 6 (C)yber from their Hold and 6 Energy.

4 FP are awarded for disabling the Tigris Gate.

--------------------------------------------------------------------------

Rebuilding Planets
One a planet is no longer being attacked by a Baseship it will begin to rebuild. At the beginning of each player's turn they remove 1 damage from anywhere on the planet (if there are multiple planets that were Colonies then one damage is healed from each planet). Ships can not move on damaged spaces. As an Action, players can help heal a planet by spending 2 energy to remove a damage counter in an adjacent space. Damaged Planets can not restore energy, sell resources, sell outfits or ships, or be used for a mission. However they will buy ANY resource at their Sell space.

--------------------------------------------------------------------------

Non-Xythis NPCs:
All non-Xythis NPCs with attack capabilities (Enforcer and Scoundrel) will not attack any other ship as long as there are Xythis ships in play. They will head towards and attack the nearest Xythis ship.

--------------------------------------------------------------------------

Errata:
Any player attacking a non-Xythis ship while there is a Xythis ship in play will immediately incur a 1,000 bounty.
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Kip Kwiatkowski
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Thematics:

Upon the breaking of the Tigris Gate a rift to an unknown darkness was opened. Their origins unknown, a race of expansionist aliens came forth to conquer and enslave the drift system. First their Harvesters came to scout and acquire resources. Next came their Baseships to enslave and Colonize. Now is not a time for laws. Now is a time to take to arms in defense of our way of life. All must band together to exterminate this threat.
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alan Young
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Love the idea, a co-op aspect is something that could really be explored in the game.

However my only comment is, it seem very combat orientated. Whereby I feel there should be someway that both a trader or a worker could aid the battle against the Xythis.
currently as it stand basically a combat pilot should reap the rewards of several targets. while a trader and worker both suffer from locations getting blocked.

A trader might be able to supply a planet under siege or something (high risk for better payout)
while a there might be special sabotage missions to hinder the Xythis war effort (damage to battle ships and the like). a alternative mission deck or could be used.
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Kip Kwiatkowski
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gust_of_war wrote:
Love the idea, a co-op aspect is something that could really be explored in the game.

However my only comment is, it seem very combat orientated. Whereby I feel there should be someway that both a trader or a worker could aid the battle against the Xythis.
currently as it stand basically a combat pilot should reap the rewards of several targets. while a trader and worker both suffer from locations getting blocked.

A trader might be able to supply a planet under siege or something (high risk for better payout)
while a there might be special sabotage missions to hinder the Xythis war effort (damage to battle ships and the like). a alternative mission deck or could be used.


I had thought about something like this, but it got complex very quickly. Keeping the Baseships as tanks would mean most traders approaching the planets would get obliterated, and weakening them made them less effective as an enemy.

I settled on using workers to disable the Tigris Gate for extra FP. Once disabled the gate is easily opened by Harvesters so there should be multiple opportunities for this.

Also they have the opportunity to sell anything at a recovering planet. Which means they can quickly make the credits needed to buy FP.


But in the end combat favors the combatants. But it will be difficult once Baseships start spawning.
 
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alan Young
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If you don't mind I have a few mission types brewing.
I will send them your way when I have some prototypes.

this will at least allow the workers to feel more useful during the invasion.
 
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Kip Kwiatkowski
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Sure, sounds good.
 
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