For DISC
Arclight Scramble Six: Flag & Demolition Rally
Get more boom for your buck in this Arclight scenario suitable
for veteran and novice players alike. First team to capture all of the flags
in play wins. Teams race through an obstacle course in an attempt to hit six
checkpoints and return home. Failing that, wipe-out other teams to prevent them
from reaching home.
Needed components
- Dice,
- Ship copies
- 1 starmap
- 1 flag drop location/hub/starting place counter or miniature
- Twice as many miniatures as players
- 3-8 flag Bases
- Stellar Object terrain features counters or miniatures
- Nebula, Micro asteroids, Walls for a moon maze, Debri
counters,
Setup:
All teams set up in the map center on the central hub, with
ships pointing out. If seven teams are being used, the seventh team member starts
in the center of the hub, and may choose facing.
Choose one flag zone per full half hour of game time, with
a minimum of three flags. Set up the flags in each zone at least one movement
phase away from the center hub. If you choose more flags than one per half hour,
bring the bonus flags to within one turn of the center hub.
Flagships may carry one flag at a time. An exploding ship carrying
a flag will drop it in the last hex occupied by the vessel.
Flags
A flagship may pick up a flag by:
- Flying through the Flag Hex and making a piloting roll vs
a D8
- Ending a turn on a Flag hex
Flags may be stolen from other players by blowing up their
ships. Flags may be targeted after being dropped DS 12, ASV 5, ESV 5. Any hit
on the Damage Index will remove the flag.
Flags may not be targeted
- When being carried
- At home base
- At a flag base
Scoring,
- If one team brings home all flags, that team wins.
- If more than one team brings home all the flags on the same
turn the Scramble 6 point system acts as the tie-breaker. Only teams that
brought home all flags tally points.
If time runs out, use the point system to determine the winner.
- Each flag 10 points
- Rendering a vessel Combat ineffective (no guns) 1 pt
- Rendering a vessel Combat ineffective (no movement) 1 pt
- Getting the destroying shot on a vessel damaged by another
vessel 2 points.
- Completely destroying a Flagship 5 points
- Completely destroying a Battleship 5 points
Flag zones choices
Radiation zone:
- Spreads out at least 7 hexes from flag.
- Effect occurs during upkeep phase.
- 3D8, MH VS ESV. Only suffer a crit if ESV is overcome.
Nebula Zone:
- Spreads out at least 7 hexes from flag.
- Effect is constant.
- All targeting -2 if target is in, -2 if you are in, -4 total
if both attacker and target are in nebula.
Asteroid/Moon maze.
- Set up maze for map using wall/asteroid miniatures or counters
- Hitting wall 5D12 all
- Wall breaks Line of sight.
Moving Flag
- Flag moves 1D6 in random direction each upkeep phase.
Optional zones (these will add some complexity to the game)
Micro Meteors:
- Spreads out at least 3 hexes from flag toward the hub, 1
hex from the flag away from hub.
- Ships suffer attack each Micro-Meteor filled hex a vessel
enters.
- Ring attacks ASV attacks 3D8 low,
Satellites:
- 6-12 satellites scattered around the flag, at least 2 within
range of flag.
- Satellites Choices
3D6 Low Range 3 (attacks on pilot 5) DS 11
3D8 ML Range 4 (attacks on pilot 7) DS 12
3D10 Range 5 (attacks on pilot 9) DS 13
- When hit, a Satellite will go offline and will come back
online in 1D4+1 turns
Spark Nest:
- 6-12 nests scattered around the flag, at least 2 within
6 of flag.
- Targeting D12 vs Piloting. Amount succeeds = number of sparks
that pursue.
Spark Stats move 8, damage 4D8, Damage highest. Helm 10, DS
12.
© Copyright 2007 Second Rat Games