Thursday, March 05, 2026

Mission: The Long Way Around

Here's another Stargrave scenario to try out, maybe for fun, probably not for profit.

THE LONG WAY AROUND



Ion storms make descent to the surface difficult. If we get separated, rendezvous at the target location as soon as possible. Be careful.

SET-UP

Set up the table as normal. Place terrain, select board edges, and place loot tokens just as in a standard game. Select a Target Point as normal.

Do NOT deploy crews as normal. What? Read on, MacDuff.

SPECIAL RULES

Where the heck ARE they?!? Each player randomly selects half (round down) of their crew members. These models are deployed at the start of the game as normal. The remainder are "missing" and are set aside.

At the start of the second turn, and every turn therafter, each player's initiative roll also determines when their missing crew turns up. On turn two the remainder of the crew appears on 1-5, on turn three they turn up on a roll of 1-10, on turn four they arrive on 1-15, and from turn five onwards they turn up on a roll of 1-19. Set up newly arrived crew members as per the normal deployment rules.

If a half-strength crew is wiped out before the remainder arrives, then the other half will arrive at the start of the next turn, regardless of the initiative roll.

Option 1 - Lost Patrol: When missing crew arrive they enter at the centre of a random table edge, which may not be their own!

Option 2 - This feels like more than just bad luck... Rather than choosing missing crew members randomly, each player selects an opponent's missing models.

Option 3 - Dribs and drabs: The missing crew arrive, but not all at once. Instead of the system above, a variable number of missing crew turn up depending on the initative roll:
  • 1: Four crew members arrive.
  • 2-10: Two missing crew turn up.
  • 11-15: One crew member arrives.
  • 16-20: No missing crew turn up!
(Thanks to Calvin for this option. I shouldn't have to specify this, but you can't have more crew members turning up than went missing in the first place!)

LOOT AND EXPERIENCE

Loot and experience are scored as normal, with the following additions:
+25xp to a half-strength crew that eliminates a full-strength crew.
+50xp to a half-strength crew that finishes the game without the rest of the crew appearing.

4 comments:

  1. Seems like you could also do an option when you roll to see how many of the missing members appear at the start of a turn. Like they really got scattered and are trickling in over time, maybe just one, maybe three together, that kind of thing. Maybe if the right piece appears late, they could swing things (the last-second dramatic rescue trope.)

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    Replies
    1. I did consider that but rejected it as too fiddly to track; I may add it as an option.

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    2. Maybe if it's handled via one roll at the start of the turn? Roll of 1-5, nobody shows up this round; 5-10, 1 member; 11-15, 2 members, something like that.

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    3. That works. Added and thanks!

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