Assistance with the set up of a potential sit rep

Hello!

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So I'm trying to put together a combat scenario that will involve something other than the usual "kill all enemies" objective. My general idea is that the enemy boss is attempting to flee to space in a fairly large ship, but the players can stop the launch by affecting specific environmental objects.

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I was thinking it could maybe be a Control sitrep, but I can't quite figure out how to make the mechanics work exactly. I surely can't just say that if the players win by control points from just standing in a control zone that THAT somehow halts the launch.

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What do you guys think? Should I instead make it so that they have to destroy or hack into a certain number of consoles on the map perhaps?

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Thanks for any advice in advance!

Posted Mar 28, 2021, 10:39 PM UTC

37
Saelthyn•

My advice? Make them get adjacent to the control thing in question and Do A Thing(Quick Action). Destroying would be too easy as someone could just start HMGing objectives in short order

6
omikias•

Jackhammer Rounds are also an option for Object Destroying.

But to add to your idea. Something my DM did in one mission was a have a on-screen Round Counter. We had to have a single unit in a marked green-zone with no hostiles in it to trigger the McGuffin. This in turn enabled 2 more zones we had to trigger together in the same round. All the while, we had to do this under 6 rounds, which made for some hectic combat. Certainly a bad time to be in a Barbarossa. lol

2
Saelthyn•

just do move 6 on a skirmish shenanigans on a barbie and you're fine lmao.

Jackhammers can be solved via just having 20HP.

2
maxtermynd•

If you want to do standard Control, it could be that you need to upload some kinda override code to get the thing to fire. You could track progress for each zone to see how many things actually trigger.

Alternatively they have to perform an action to start a clock and stay in the zone to make the malware upload or something.

4
Crinkle_Uncut•

You can always do a hybrid multi-sitrep mission where it starts as a control then turns into whatever you want.

You could have the players race against the clock to engage docking clamps to stop the ship from launching. They need to have a certain number activated before X round or the bad guy gets away. Once they've locked the ship down, the bad guy comes out and it's a more standard fight.

4
Duranderonamous•

You could also consider the combat type that lets you set up multiple control points, and they can use a quick action to determine if they are on the real control point, and then a full action to shut it down.

Alternatively you could do a gauntlet style mission, and tell the players that at the end of turn 6 you'll see whether there are more players on the capture point or enemies, more players means victory. Because you're able to force the enemy away long enough to shut it down

3
claricorp•

Flavor for control points in this situation could be:

Disrupt fuel lines, just being in proximity lets you turn them off or on as a free action.

Scramble launch guidance, jam the automated launch sequence the ship needs from a nearby transmitter.

Lock open cargo bay next to the ship, they dont want valuable cargo or the bosd flying out on launch!

Shut bay doors or disable physical launch assist devices.

Overload a nearby generator to damage or disrupt circuits or instruments on the ship.

Prevent automated vehicles from loading valuable or needed cargo.

3