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- | ====== Alternate Modes of Play ====== | ||
- | |||
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- | 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/ | ||
- | 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 ==== | ||
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- | |||
- | 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 ==== | ||
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- | |||
- | 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 ==== | ||
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- | |||
- | 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: ==== | ||
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- | |||
- | 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 ==== | ||
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- | |||
- | 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**: | ||
- | 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**: | ||
- | 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, | ||
- | * 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 === | ||
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- | |||
- | * Attack the closest target. If more than one is equidistant, | ||
- | * 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 === | ||
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- | |||
- | * 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 === | ||
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- | |||
- | * 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. | ||
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