Post by vladdswrath on Oct 30, 2006 22:50:35 GMT -5
In Crossing Paths (scenario 1), the Old Republic and the Sith fought for control of the Darkmoon, which was sent to find a secret facility that builds advanced battle droids.
The mercenary crew of the Darkmoon is much more interested in survival than in payment or loyalty. They side with the winners. The Republic boarding craft, critically damaged in the fighting, is of no further use.
Fortunately, there's just enough control left in the Darkmoon to land near its original destination. As it turns out, that world does have a secret facility and a powerful battle droid, but that's all. There were never any manufacturing facilities -- only a few pirates testing a powerful droid they captured in a recent raid. And they're perfectly willing to try it out on a few intruders.
The survivors of the Darkmoon need not only the droid but also the right parts to repair their ship. They must defeat the pirates for both items.
Scenario Rules
Old Republic Victor (Dave)
The Old Republic force consists of Old Republic and Fringe characters totaling 100 points. Only non-Unique Old Republic and Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. Only one character may be a Jedi, and it must also be non-Unique and a survivor of scenario 1.
Sith Victor (Jim)
The Sith force consists of Sith and Fringe characters totaling 100 points. Only non-Unique Sith and Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. Only one character may be a Force-user, and it must also be non-Unique and a survivor of scenario 1.
The Pirates (Jeff, Josh)
The Pirate force consists of Fringe characters totaling 100 points. Other than HK-47, only non-Unique Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. At least one non-unique droid character must be included in the squad (see below).
Victory Conditions:
The Sith or Old Republic player wins by defeating all of the pirate characters.
The Pirate player wins by defeating all of the Old Republic or Sith characters.
Special Scenario Rules
The Force is Strong in This One: At the beginning of the game, the "main character" Force-user gains 1 Force point, plus the Lightsaber ability (Damage 20) if he or she does not already have it. Additionally, if the character was not defeated in part 1, he or she can choose one Force power from the appropriate list:
Jedi: Force Heal 20, Force Leap, or Lightsaber Throw
Sith: Force Grip, Force Leap, or Lightsaber Throw
Look at What We Found: Each side gains one Medpac and either Adrenal Alacrity or Adrenal Strength. Prior to starting the game, each side designates which character will carry the Medpac and which character will gain the Adrenal benefit.
Medpac: Restores 10 HP to character (replaces attacks). No effect on droids.
Adrenal Alacrity or Adrenal Strength: Alacrity provides +1 Attack to non-melee attacks, Strength provides +1 Attack to melee attacks. Both provide +1 movement when moving 6 squares or +2 movement when moving 12 squares. No effect on droids. Declare use at beginning of game; lasts for entire game.
Droid Tender: As part of the pirates' test on their new battle droid, they have a T-3 unit to aid them (represented by the mandatory droid in this scenario). In addition to its regular abilities, T-3 carries one Construction Kit. Should another allied droid be defeated, T-3 can revive that droid to a strength of 20 hit points, unless more than half its damage was received from a lightsaber or the droid was defeated by a critical hit.
I have assigned factions to the regulars based on Scenario 1 results, If additional players attend they will be assigned factions randomly. See you there!
-Jeff
The mercenary crew of the Darkmoon is much more interested in survival than in payment or loyalty. They side with the winners. The Republic boarding craft, critically damaged in the fighting, is of no further use.
Fortunately, there's just enough control left in the Darkmoon to land near its original destination. As it turns out, that world does have a secret facility and a powerful battle droid, but that's all. There were never any manufacturing facilities -- only a few pirates testing a powerful droid they captured in a recent raid. And they're perfectly willing to try it out on a few intruders.
The survivors of the Darkmoon need not only the droid but also the right parts to repair their ship. They must defeat the pirates for both items.
Scenario Rules
Old Republic Victor (Dave)
The Old Republic force consists of Old Republic and Fringe characters totaling 100 points. Only non-Unique Old Republic and Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. Only one character may be a Jedi, and it must also be non-Unique and a survivor of scenario 1.
Sith Victor (Jim)
The Sith force consists of Sith and Fringe characters totaling 100 points. Only non-Unique Sith and Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. Only one character may be a Force-user, and it must also be non-Unique and a survivor of scenario 1.
The Pirates (Jeff, Josh)
The Pirate force consists of Fringe characters totaling 100 points. Other than HK-47, only non-Unique Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. At least one non-unique droid character must be included in the squad (see below).
Victory Conditions:
The Sith or Old Republic player wins by defeating all of the pirate characters.
The Pirate player wins by defeating all of the Old Republic or Sith characters.
Special Scenario Rules
The Force is Strong in This One: At the beginning of the game, the "main character" Force-user gains 1 Force point, plus the Lightsaber ability (Damage 20) if he or she does not already have it. Additionally, if the character was not defeated in part 1, he or she can choose one Force power from the appropriate list:
Jedi: Force Heal 20, Force Leap, or Lightsaber Throw
Sith: Force Grip, Force Leap, or Lightsaber Throw
Look at What We Found: Each side gains one Medpac and either Adrenal Alacrity or Adrenal Strength. Prior to starting the game, each side designates which character will carry the Medpac and which character will gain the Adrenal benefit.
Medpac: Restores 10 HP to character (replaces attacks). No effect on droids.
Adrenal Alacrity or Adrenal Strength: Alacrity provides +1 Attack to non-melee attacks, Strength provides +1 Attack to melee attacks. Both provide +1 movement when moving 6 squares or +2 movement when moving 12 squares. No effect on droids. Declare use at beginning of game; lasts for entire game.
Droid Tender: As part of the pirates' test on their new battle droid, they have a T-3 unit to aid them (represented by the mandatory droid in this scenario). In addition to its regular abilities, T-3 carries one Construction Kit. Should another allied droid be defeated, T-3 can revive that droid to a strength of 20 hit points, unless more than half its damage was received from a lightsaber or the droid was defeated by a critical hit.
I have assigned factions to the regulars based on Scenario 1 results, If additional players attend they will be assigned factions randomly. See you there!
-Jeff