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TOPIC: Stitchers Vs Stakers Scenario

Stitchers Vs Stakers Scenario 4 years 1 month ago #1558

  • msears
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A cabal of Stitchmen have been watching the efforts of a newly founded Staker community very closely these last few weeks, not that any of them would be aware of it. The hunters have taken note of all their defenses, the schedule that most if the town adheres to, and whether or not they seem healthy enough to be viable for harvesting. Especially noteworthy to the Stitchers is the network of tunnels below the community, which is built on the rubble of what was once a small city before the collapse. It took some time to map them out, but any advantage is worth it in the end, for how can immortality be attained if you don't take the necessary precautions?

Starting locations:
Stitchers can start at any road end, or come up from any manhole (provided they pass a power test)
Stakers may start anywhere on the board. At least 2 figures must be within 12 inches of a manhole.

Special Rules:
Stitchers always go first, since they are the aggressors.
Stakers get a +1 bonus to all nerves tests due to their resolve to defend their homes.
Manhole tokens must be placed on the board. These should be 12 inches apart, and placed at regular intervals. The quantity will depend on your board and terrain. Make it cool!
Stitchers start off the board. They can start on any road edge, or come up out of a tunnel entrance (designated by manholes). They can move back into the tunnels.This is a free action. on their NEXT turn, they can pop out of any other manhole as a free action provided they pass a power test (to lift the manhole lid).
Stitchers must use non lethal methods to take out the Stakers. Once the Staker is down, they can use 2AP to harvest organs. (1d6x5 RU value) If they kill the prey first, they only get 1d6x5 RUs. Once they have harvested, they MUST return to any manhole to drop off the goods to orderlies waiting in the tunnels. (end move in base contact with manhole. no test necessary)

Win Conditions:
Stakers must survive 4 turns to win. Daybreak brings in a staker caravan with guns blazing and the Stitchers will retreat.
Stitchers must collect 100 RU to win.
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1559

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Additional information- This is intended to be box set vs box set, utilizing those cards and stat lines, so it will be very light on stats.

I am thinking of a way for the Staker Sapper to shine, specifically closing manholes with her satchel charge.

Since the traits in this scenario are limited in scope because it is the two factions stat cards, do you think a run down of them would be appropriate on a second page?
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1564

  • jlopatin
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i think that is a good idea. can you do it before tomorrow?
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1570

  • nasa911
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This sounds good! Fast and fun.
I think that having one sapper in the box set, you should in some way make her movement increased.
She is after all on familiar ground, and I am guessing that the Stakers are aware that the under city sewers exist. Maybe some of the (manholes), (That reads so wrong), are preemptively trapped?

I know that the Stakers are not all military trained, but given the lifestyle, would they not develop an over-compensating ability to defend?

What I am saying is, step one identify your defensive weaknesses, and avenues of approach. Step two, exploit them so that your enemy chooses the paths you want them to take, and trap those avenues. Make them seem advantageous, but take away that advantage.

Also you guys suck cause you get to work out all this fun, your gonna make me move!
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1579

  • msears
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We played it again tonight, Stitchers barely won because I didn't use concentrated fire and hold actions with my Stakers. Josh took notes you want to throw that info in big J?
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1581

  • nasa911
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I will wait!
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1582

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When he gets a moment to post it you want to give us your thoughts on it/give it a play through if possible Nasa?
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1583

  • Mdelage.jr
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Is there a misspell in the first rule post? It says that when they harvest they get 1d6x5, but if they kill their prey they only get 1d6x5. Did I read that wrong or is there an error?
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Stitchers Vs Stakers Scenario 4 years 1 month ago #1584

  • jlopatin
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here is an update to the scenario after last night's playtest:

A cabal of Stitchmen have been watching the efforts of a newly founded Staker community very closely these last few weeks, not that any of them would be aware of it. The hunters have taken note of all their defenses, the schedule that most if the town adheres to, and whether or not they seem healthy enough to be viable for harvesting. Especially noteworthy to the Stitchers is the network of tunnels below the community, which is built on the rubble of what was once a small city before the collapse. It took some time to map them out, but any advantage is worth it in the end, for how can immortality be attained if you don't take the necessary precautions?

Starting locations:
  • Stitchers can start at any road end, or come up from any manhole (provided they pass a power test)
  • Stakers may start anywhere in their “town”. At least 4 figures must be within 8 inches of a manhole.
Special Rules:
  • Stitchers always go first, since they are the aggressors.
  • Stakers get a +1 bonus to all nerves tests due to their resolve to defend their homes.
  • The game area must have a clearly defined “town” area for the stakers to live.
  • Manhole tokens must be placed on the board. These should be 12 inches apart, and placed at regular intervals. The quantity will depend on your board and terrain. Make it cool!
  • Stitchers start off the board. They can start on any road edge, or come up out of a tunnel entrance (designated by manholes). They can move back into the tunnels.This is a free action. on their NEXT turn, they can pop out of any other manhole as a free action provided they pass a power test (to lift the manhole lid). If you fail the power test, you must use up 1 AP to open the manhole.
  • Stitchers must use non lethal methods to take out the Stakers. Once the Staker is down, they can use 2AP to harvest organs. (2d6x5 RU value) If they kill the prey first, they only get 1d6x5 RUs. Once they have harvested, they MUST return to any (open or closed) manhole to drop off the goods to orderlies waiting in the tunnels. (end move in base contact with manhole. no test necessary)
  • The Staker Sapper can seal a manhole entrance. Since it is a surprise attack, the Sapper can’t seal a manhole until AFTER a Stitcher has popped out of it. Once sealed, the Stitcher can’t get back in, or use it as a drop off point. The Sapper must be in base contact with a manhole, and spend 1AP to seal it with a bomb.

  • Win Conditions:
  • Stakers must survive 4 turns to win. Daybreak brings in a staker caravan with guns blazing and the Stitchers will retreat.
  • Stitchers must collect 100 RU, or incapacitate all stakers by the end of turn 3.
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The following user(s) said Thank You: nasa911

Stitchers Vs Stakers Scenario 4 years 1 month ago #1602

  • Anton
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This looks good. I'm going to focus on the things I think will need changes, rather than the good things. It looks awesome so far.

Stakers are "worth" 2d6 RUs to anyone who scavenge their dead bodies, while I think there's an argument that Stitchers could definitely get more "milage" from a freshly killed body, I think consistancy is important too. Another concern here is why would 300 RUs "worth" of Stitchers risk their lives in battle for 100 RUs? I would make dead Stakers 2d6 RUs, and live ones 2d6x10 or something, and increase the amount needed for them to win. Maybe make it 300 RUs, but they don't have to return to the manholes to claim it.

You can always lift or adjust the turn limits to balance this.

For scenario purposes, you should clarify the town's placement, board size etc. 3x3 is standard, is that too small for this encounter?

I think the manhole mechanics need a little looking through... the concept is great, but maybe play a bunch of turns just involving interactions with those to see what kind of anomalies happen. adding special rules is always a tricky proposition, especially if this is meant to be an intro scenario.

When can we play?
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