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-====== Alternate Modes of Play ====== 
- 
- 
-Battlestations is designed to be crewed by a group  
-of friends working together against another player  
-playing the role of the “enemy”. There are other ways  
-to play, if you are so inclined as outlined below. 
- 
-===== Semi-moderated ===== 
- 
- 
-In this mode of play, one of the players takes on the  
-role of the Enemy as normal but they also have a  
-character in the crew. Obviously, they can’t participate  
-directly in efforts to problem solve about a mystery  
-but they can take normal Battlestation actions and  
-participate in strategy and planning. Players can take  
-turns as the Enemy switching between campaign  
-turns.  
- 
-The advantage to this style of play is that everybody  
-gets to be part of the crew. The “Enemy” player is  
-restricted somewhat in their actions but some would  
-say it is better than just having to be the bad guy.  
- 
-Note: you could be the enemy in the First Contact  
-game (you know the answer) and just not tell. You  
-could actually play the hero Scientist asking yes/no  
-questions to find the answer, you’d just have to defer  
-to the rest of the crew to pose your questions. 
- 
-===== PvP ===== 
- 
- 
-This mode pits 2 crews against one another without a  
-referee. 
- 
-At the start of each round, one player from each side  
-rolls 2 dice for initiative (luckable). The high roller  
-acts as “heroes” for the phase. The other side acts  
-when “enemies” act. If this die roll is tied, roll again. 
- 
-===== Battlestations Unmoderated (Solo Play) ===== 
- 
- 
-Here is a system that acts as an artificial intelligence  
-to operate Enemy characters without needing an  
-Enemy player. You can use it to play both solitaire and  
-as a group. 
-==== Setup ==== 
- 
- 
-Set up an Unmoderated mission as normal, but if you  
-are playing entirely alone then you can have multiple  
-Heroes. (Normally I never allow this, but when running  
-the game solo it’s the only way to have an effective  
-crew other than being a bot specialist.) 
- 
-==== Mission Difficulty ==== 
- 
- 
-Unmoderated opponents won’t make the best  
-decisions possible, so increase the mission’s MD by 1. 
- 
-==== Secrets ==== 
- 
- 
-If the mission contains secrets players aren’t meant  
-to know, one player must become the Oracle. The  
-Oracle’s job is to read the “Enemy’s Eyes Only”  
-section and only reveal information from it as they  
-deem necessary during play. They’ll have to carefully  
-compartmentalize their Oracle role from their Hero  
-role to avoid taking advantage of their forbidden  
-knowledge. 
- 
-In some missions, the only secret is the location of  
-something. In that case you won’t need an Oracle.  
-Instead, the Science Bay’s Research action can be  
-used to randomly determine which half of a search  
-area contains the location. For example, a mission  
-objective is hidden on one of eight asteroids. The  
-first successful Research will eliminate four of them,  
-and the second will eliminate two more. One more  
-Research, and you’ll know where it is. (Just as in real  
-life, it’s always in the last place you look.) You can use  
-a similar method for things that could be hidden in an  
-area rather than a discrete set of objects, just split the  
-area down the middle each time until you narrow it  
-down to one hex or square. 
- 
-==== Plot Twist Cards ==== 
- 
- 
-Right before starting the first Round, draw the usual  
-number of Plot Twist cards face-up. Play all “At Start of  
-Mission” cards normally, then convert the remaining  
-cards directly to Enemy luck. 
- 
- 
- 
-==== Order of Action ==== 
- 
- 
-Enemies aboard the Heroes’ ship act first, then ones  
-aboard their own ships. 
- 
-If there is 3 or 4 OOC and Helm power, Enemy pilots  
-will steady the ship first. 
- 
-Otherwise act in the following order: 
- 
-  - Engineers 
-  - Scientists 
-  - Marines 
-  - Pilots 
- 
- 
-Break in-profession ties on who goes first by location  
-in the ship: furthest forward first, then furthest to port. 
- 
-==== Behavior Overrides ==== 
- 
- 
-Certain conditions will override the tactical doctrines.  
-Check these first, in order, to see if they apply. 
- 
-==== Victory: ==== 
-  
- 
-If the Heroes will win the mission this Round  
-and this Enemy character can do something  
-which will directly prevent it, then do that.  
- 
-==== Aggression: ==== 
-  
- 
-Marines on the same ship as Heroes always  
-select Personal Combat, as do Enemies of any  
-profession on board the Hero ship. 
- 
-==== Self-Defence: ==== 
-  
- 
-If a Hero will be able to attack this character  
-in personal combat next phase, select  
-Personal Combat. 
- 
-==== Chaotic Behavior ==== 
- 
- 
-Enemies who run off the bottom of their action list  
-will decide to do something “off-script” by rolling two  
-dice on this chart: 
- 
-^ ROLL ^ RESULT | 
-| 2–3 | Pilot | 
-| 4 | Marine | 
-| 5 | Science | 
-| 6–8 | Do Your Damn Job | 
-| 9+ | Personal Combat | 
- 
- 
-Add 1 to the dice roll for Xeloxians or pirates, and +1  
-for Marines. 
- 
-Enemies that roll “Do Your Damn Job” will go through  
-the same flowchart they just fell off of, but this time  
-increase all acceptable risk values by 2. 
- 
-Enemies that run off the bottom of the new chaos- 
-inspired chart just twiddle their thumbs (or equivalent  
-manipulators) and take the Overwatch action to  
-shoot the first reasonable target. Note that if no  
-targets present themselves, they will just blast the  
-floorboards of the ship if they are on the heroes’ ship. 
- 
-==== Strategy ==== 
- 
-The sole focus of Enemy strategy is to prevent the  
-Heroes from meeting their mission objectives. Enemy  
-casualties – even including losing the whole ship –  
-are a minor concern, since they’ve got clones too. 
- 
-**If the Heroes need their ship intact to win: ** 
- 
-  the Enemy strategy will be Assault, and they  
-  will simply try to destroy the Heroes’ ship.  
-  This includes missions where the Heroes  
-  must retrieve an object or data, and ones  
-  where they need to deliver something. 
- 
-**If the Heroes need to destroy something:**  
- 
-  the Enemy will Guard. They will prioritize  
-  keeping their ship near the target and  
-  sniping at the Heroes’ ship from range. If  
-  the target is destroyed, they will switch to  
-  Assault. 
- 
-These strategies will affect Enemy tactics, as detailed  
-on the next 2 pages. 
- 
-===== Tactics ===== 
- 
-==== Risk Levels ==== 
- 
- 
-A lot of the automated decisions the Enemy will make  
-are based on their current risk level, which is sort of  
-like Difficulty in reverse. To compute the risk level,  
-subtract all of the additions you’d normally make  
-to the skill check die roll from the action’s difficulty.  
-The simplest use of risk levels is to choose between  
-actions. 
- 
-Example: An Enemy scientist with a skill of 3 is  
-considering teleporting a Marine to the Heroes’ ship at  
-a range of 6; both ships have 1 power in their shields  
-but the module has one used marker. The difficulty is  
-11 (6 base for Teleport, plus 2 for the shields, plus 3 for  
-the used marker). There are 3 adds (for skill) and thus  
-the risk level is 8. If the Enemy tactical doctrine specifies  
-“Teleport on a 7-” then the scientist would consider their  
-next option, as this is too risky. 
- 
-Risk levels are also used to select targets for actions  
-that allow variable difficulty. 
- 
-Example: An Enemy engineer with a skill of 4 who  
-prepared last turn is going to pump the engines remotely.  
-The base risk level is 6, from 11 difficulty (8 base plus  
-3 for remote operation) minus 5 adds (4 skill and 1 for  
-preparing). If doctrine says to go for 7- risk, the engineer  
-would pump for one power. If it said 9-, then two power  
-would be OK, as the risk level would be 9. 
- 
-==== Luck Use ==== 
- 
- 
-Enemies will use luck for skill check rerolls that have  
-a 50% or better chance of success. 
- 
-Note also that enemies can only spend one luck per  
-check. The exception to this is the hull check which  
-each enemy can spend one luck on. 
- 
-Example: The engineer in the above example went for  
-two power, but rolled a 5 and a 3. That’s one short of the  
-target, but rerolling the 3 will result in success if the die  
-comes up 4, 5 or 6. So they burn a point from the Enemy  
-luck pool and go for it. If the original roll was a 2 and a  
-3, a reroll would only succeed on a 6, so they’d save the  
-luck instead. 
- 
-They’ll also use luck when an incoming personal  
-damage die is a 5 or 6. However, they won’t do this if it  
-won’t help. 
- 
-Example: An enemy has 3 hit points left and a missile  
-explosion just did a 6 and a 2 for damage. It’s not worth  
-rerolling the 6 – they’re going down anyhow. 
- 
-==== Tactical Doctrines and General Behavior ==== 
- 
- 
-Each profession has their own flowchart at the end of  
-this section noting how they make tactical decisions.  
-(Personal Combat is an exception, as it’s not linked  
-to a particular profession – everyone can get shot at  
-equally regardless of their uniform color.) 
- 
-These charts are in priority order; the Enemy will go  
-down the chart and do the first thing that’s allowed  
-by risk level and circumstances. Enemies will move as  
-necessary to enable an action; jet-equipped ones will  
-jet-move to replace their longest stretch if they have a  
-7- risk to do so. 
- 
-**Example**: //A Silicoid engineer is in its ship’s far-starboard  
-engine module wondering what to do. So it refers to the  
-Engineering flowchart. It first checks the helm, which  
-is undamaged. Then it checks the power levels, which  
-are 1 helm, 2 guns, 1 shields. No bots are aboard, so it  
-moves on to damaged modules – the adjacent engine is  
-slagged. It decides to move into the module and attempt  
-a repair.// 
- 
-Enemies can look two phases into the future when  
-making decisions. So if a directive says “repair  
-damaged modules” and the closest one is within two  
-phases of movement, the Enemy in question will start  
-running toward the damaged module despite not  
-being able to actually repair it this phase. However,  
-they don’t have memories, so don’t bother to track  
-what they were up to – just go through the flowchart  
-again. Usually if circumstances haven’t changed,  
-they’ll do the same thing anyway. 
- 
-**Example**: //If the Science Bay had been broken instead,  
-the engineer would still have run over to it intending to  
-fix it next phase, and ending up just barely in the door.  
-But if the Missile Bay had been broken, clear over on the  
-other end of the ship, the engineer wouldn’t even bother  
-– it’s too far away.// 
- 
-Similarly, if an Enemy has movement left over after  
-performing their action, they will run through the  
-flowchart again to plan next phase’s action and then  
-move as appropriate in support of that. 
- 
-==== Tactical Doctrine Flowcharts ==== 
- 
- 
-=== Engineer === 
- 
- 
-  * If the helm is damaged, repair it. Take as many phases to get there as necessary – this breaks the usual “two phase” movement rule. 
-  * If any power level is at zero, pump an engine at risk 7-. 
-    * Distribute the power to make levels even 
-    * For ties, prefer Helm, then Guns, then Shields 
-  * If there are damaged Enemy bots, repair them. 
-  * If there are damaged modules, repair them. If at an engine battlestation, pump it first at risk 7- and then go off to do the repairs. 
-  * Operate Mine Layer to put a mine in path of the Heroes at risk 7-. 
- 
- 
-=== Science === 
- 
- 
-  * If there are inbound missiles, overwatch to ECM as many as possible at risk 7-. 
-  * If there are wounded enemies – including broken bots – heal them in order of proximity starting with self. 
-  * If there are no scans, get some at risk 7-. 
-  * If there are scans, operate the Teleporter at risk 7-. Wait until the Marines have gone over before sending yourself. 
-  * If there is a cloaking device, go on overwatch to raise the cloak level after enemy actions at risk 7-. 
- 
- 
-=== Personal Combat === 
- 
- 
-  * Attack the closest target. If more than one is equidistant, pick randomly. 
-  * Move as close as possible to the closest target and go on overwatch to attack with a ranged weapon. 
-  * If there are no targets aboard, teleport or boarding missile at risk 7- onto a ship that does.  
- 
- 
-=== Marine === 
- 
- 
-  * Fire the closest ship’s weapon at risk level 7-.  
-    * Aim for the lowest-risk target. If tied, target in the following order: fighters, inbound missiles, Heroes’ ship. 
-  * Fire a ship’s weapon remotely at risk 8- (same tiebreaker). 
-  * If risk is 9+ but another enemy will be firing this phase then overwatch to assist them. 
-  * If there is 1 or more Hero microships in flight, and the risk level to hit them is 10+, convert to multicannon. 
-  * If the risk level to hit the Hero ship is 8+ due to range, convert to long range cannon. 
-  * Switch to Personal Combat mode and board Hero ship at risk 7-. Recruit a Scientist if possible to act as combat medic and/or get the Teleporter risk into acceptable range. 
- 
- 
-=== Pilot === 
- 
- 
-  * If the Helm is damaged, repair it. 
-  * If there is no Helm power, transfer one in (probably remotely). 
-  * Maneuver the ship at a risk of 7-. 
-    * If the ship’s course will intersect the Heroes’ next phase, go on overwatch to ram. 
-    * If the OOC is greater than 2, steady the ship. 
-    * Accelerate to maximum safe speed (one that gives future maneuvers a 7- risk) 
-    * If on Guard, turn if necessary to stay within 6 hexes of the target. 
-    * If on Assault, turn to intercept the Heroes’ ship, taking into account their current course. 
-  * If another Enemy will be maneuvering the ship  
-this phase, go on overwatch to assist. 
- 
- 
  
content/official/rules/semi-moderated_pvp.1500868232.txt.gz · Last modified: 2017/07/23 20:50 by curufea