AI_Cards_1.4
AI_Cards_1.4
V 1.4 (10/6/2017)
Stefan Scherbaum
([email protected])
Content:
General Rules
Klingon: AI Card Vor‘Cha Class (generic Klingon ship movements)
Romulan: AI Card D‘Deridex Class, AI Card Valdore Class, AI Card Bird of Prey Class
Cardassian: AI Card Galore Class, AI Card Keldon Class
Borg: AI Card Borg Sphere & Tactical Cube and AI Card Scout Cube (for new movement rules and firing range 2 limit)
Federation: Galaxy, Excelsior, Constitution (Refit), Miranda, Sovereign, Intrepid Class
Rules and AI cards inspired by Josh Derksen‘s „Heros of the Aturi Cluster“ X-Wing Campaign:
http://dockingbay416.com/campaign/
These unofficial fanmade rules are not affiliated with, nor endorsed by, the Wizkids.
1
I Building the AI fleet c) Determine target direction: Draw a line and the target heads left, take . If
GENERAL AI RULES 1. Maximize hit & evasive upgrades. along the front of the target ship‘s base. If target heads straight, throw D6: ,
2. Avoid special action upgrades. the AI ship is in front of the line (the pin of .
3. Use generic ship classes if specific ship the AI ship‘s base) the target is closing, a) Avoiding obstacles: If an obstacle is in
does not provide hit/evasion upgrades. else it is fleeing. the movement path, replace the chosen
II Planning phase movement by one that is +-45° and/or +-1
1. Choose movement of human ships on dials distance to optimally avoid the obstacle. The
2. Determine movement cells of AI ships replacement movement mist be on the ship‘s
a) Choose target ship as described on card dial. If this still does not suffice, the ship
b) Determine target position & heading: hits the obstacle and standard obstacle
Draw lines along the two AI ship‘s base‘s d) Determine range: Use firing range ruler. rules apply. If the border is in the path, set
edges that face the target ship. If the 3. Mark chosen movement cell with a token the ship parallel to the border.
target‘s base touches one line, it is in the III Activation phase b) Damaged ships: If critical damage or AUX
line‘s sector (e.g. N). If it touches no line, it Follow Captain initiative until an AI ship‘s limits AI movements, find ship‘s movement
is between the line‘s sectors (e.g. NE ).If turn. On an AI ship‘s turn: the standard way and then choose the most
target is in western sectors, choose 1. Throw D6 and apply movement from similar doable movement (the closest simple
movement from eastern panels and mirror chosen (marked) movement celll: If target‘s movement to come about and reverse is a
it. distance is >3, use 4+ movements. If target left/right turn).
can do reverse, use R: movements. If the 2. Apply actions: Choose actions according to
rolled movement offers two directions, hierarchy on AI card. Apply TL to target
choose by target‘s relative heading or roll ship of movement. Reenable systems only if
1 the die if target‘s heading is straight (less sensible (e.g. advanced weapons system only
than 5°). For example, if rolled movement is when cloaked or no other action).
IV Combat phase ship will be targeted by all AI ships. If the selection for movement and/or for attack,
GENERAL AI RULES Attacking: Rechose the nearest ship as chosen ship is out of its range, an AI ship each AI ship acts according to free tactics.
target. If tie: ship which is traget locked. If may attack another player ship that is in Switching fleet tactics
none, then ship with less active shields, then range accidentially. If players decide in the planning phase that
hull. Maximize hits when choosing weapon; 3. Fleet flexible ( ): the AI should switch fleet tacticts, they may
apply TL or reroll upgrades if <=50% hits. Target ship for movement: If a player ship roll a D6. If then fleet tactics can
Apply BS if possible. is within firing range of all AI ships (or at be changed. If then fleet tactics
Defending: maximize evades. (use upgrades least for all AI ships that have any ship in stay the same this round.
if sensible). range), then all AI ships move with this
Fleet tactitcs player ship as target ship. If tie/several
Before the game starts, players may decide ships, choose the nearest (mean of all firing
which fleet tactics the AI chooses or they distances) player ship to all AI ships, then
may use a D6 roll to choose random tactics. choose by least active shields, then hull.
The default fleet tactics used on the cards Target ship for attack: choose the nearest
is „Free“. The other tactics override the target (mean of all firing distances) that
target statements in the general rules and can be hit by all ships (or at least the
on the AI cards. Avaliable tactics are: majority). If, tie, choose ship with most
1. Free (default or ): every AI ship target locks, then least active shields, then
chooses it‘s target (nearest ship) on a turn hull. If the chosen target ship is out of
by turn basis. range of an AI ship in the attack phase, the
2. Fleet locked ( ): Players decide at AI ship may attack another player ship that
begin of each planning phase, which player
1 is in range accidentially.
ship is mission critical to the AI and this If no ships are in firing range during target
I Planning: Select Target & Movement Cell
3+
AI Card VOR‘CHA CLASS
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
3+
1
3. acquire target lock (if not done already) (Generic Klingon)
4. cloak (if no shot & remaining hull > 2)
5. evasive action (if enemy can shoot)
6. apply special actions S SE
4. Perform free actions as above
IV. Attack phase: Reselect target: shoot at 1
nearest enemy in arc. Choose your
strongest active weapon. Max hit points by 2
any means (apply upgrades and use target
lock to reroll if <=50% hits).
1
3+
3+
1
3. acquire target lock (if not done already) CLASS
4. cloak (if no shot & remaining hull > 2)
5. evasive action (if enemy can shoot)
6. apply special actions S SE
4. Perform free actions as above
IV. Attack phase: Reselect target: shoot at 1
nearest enemy in arc. Choose your
strongest active weapon. Max hit points by 2
any means (apply upgrades and use target
lock to reroll if <=50% hits).
1
3+
I Planning: Select Target & Movement Cell
AI Card VALDORE CLASS 3+
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. apply sensor shift
(if cloaked & if necessary to get shot)
2. reenable disabled weapons/systems
VALDORE E
3+
1
3. acquire target lock (if not done already) CLASS
4. cloak (if no shot & remaining hull > 2)
5. evasive action (if enemy can shoot)
6. apply special actions S SE
4. Perform free actions as above
IV. Attack phase: Reselect target: shoot at 1
nearest enemy in arc. Choose your
strongest active weapon. Max hit points by 2
any means (apply upgrades and use target
lock to reroll if <=50% hits).
1
3+
I Planning: Select Target & Movement Cell
3+
AI Card BIRD OF PREY CLASS 1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. apply sensor shift
(if cloaked & if necessary to get shot)
2. reenable disabled weapons/systems
BIRD OF PREY E
3+
1
3. acquire target lock (if not done already) CLASS
4. cloak (if no shot & remaining hull > 2)
5. evasive action (if enemy can shoot)
6. apply special actions S SE
4. Perform free actions as above
IV. Attack phase: Reselect target: shoot at 1
nearest enemy in arc. Choose your
strongest active weapon. Max hit points by 2
any means (apply upgrades and use target
lock to reroll if <=50% hits).
1
3+
I Planning: Select Target & Movement Cell
3+
AI Card GALORE CLASS
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. reenable disabled weapons/systems
2. acquire target lock (if not done already)
3. if enemy can hit: evade
GALORE E
3+
1
4. if shot possible: sensor scan CLASS
5. apply special actions
4. Perform free actions as above
IV. Attack phase: Reselect target: shoot at S SE
nearest enemy in arc. Choose your
strongest active weapon. Max hit points by 1
any means (apply upgrades and use target
lock to reroll if <=50% hits).. 2
1
3+
I Planning: Select Target & Movement Cell
3+
AI Card KELDON CLASS
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. reenable disabled weapons/systems
2. acquire target lock (if not done already)
3. if shot possible: BS
KELDON E
3+
1
4. if only enemy can hit: evade CLASS
5. if shot possible: sensor scan
6. apply special actions
4. Perform free actions as above S SE
IV. Attack phase: Reselect target: shoot at
nearest enemy in arc. Choose your 1
strongest active weapon. Max hit points by
any means: apply upgrades; apply BS token 2
if dice show BS, then use target lock to
reroll if <=50% hits.
1
3+
I Planning: Select Target & Movement Cell
3+
AI Card BORG SPHERE Choose nearest enemy
3+
1
regenerate TACTICAL CUBE
2. reenable disabled weapons/systems
3. acquire target lock (if not done already)
4. if shot possible: sensor scan S SE
5. apply special actions or regenerate
3+
1
2. reenable disabled weapons/systems SCOUT CUBE
3. acquire target lock (if not done already)
4. if enemy can hit: evade
5. if shot possible: sensor scan S SE
6. apply special actions
4. Perform free actions as above 1
IV. Attack phase: Reselect target: shoot at
nearest enemy. Choose your strongest 2
active weapon. Max hit points by any means:
apply upgrades and use target lock to reroll
1
if <=50% hits. 3+
I Planning: Select Target & Movement Cell
3+
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
SOVEREIGN CLASS
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
3. if shot possible: BS
SOVEREIGN E
3+
1
AI Card
3+
1
4. if only enemy can hit: evade CLASS (RF)
5. if shot possible: sensor scan
6. apply special actions
4. Perform free actions as above S SE
IV. Attack phase: Reselect target: shoot at
nearest enemy in arc. Choose your 1
strongest active weapon. Max hit points by
any means: apply upgrades; apply BS token 2
if dice show BS, then use target lock to
reroll if <=50% hits.
1
3+
I Planning: Select Target & Movement Cell
3+
AI Card GALAXY CLASS 1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
3+
1
4. if only enemy can hit: evade CLASS
5. if shot possible: sensor scan
6. apply special actions
4. Perform free actions as above S SE
IV. Attack phase: Reselect target: shoot at
nearest enemy in arc. Choose your 1
strongest active weapon. Max hit points by
any means: apply upgrades; apply BS token 2
if dice show BS, then use target lock to
reroll if <=50% hits.
1
3+
I Planning: Select Target & Movement Cell
AI Card EXCELSIOR CLASS 3+
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. reenable disabled weapons/systems
2. acquire target lock (if not done already)
3. if shot possible: BS
EXCELSIOR E
3+
1
4. if only enemy can hit: evade CLASS
5. if shot possible: sensor scan
6. apply special actions
4. Perform free actions as above S SE
IV. Attack phase: Reselect target: shoot at
nearest enemy in arc. Choose your 1
strongest active weapon. Max hit points by
any means: apply upgrades; apply BS token 2
if dice show BS, then use target lock to
reroll if <=50% hits.
1
3+
I Planning: Select Target & Movement Cell
AI Card MIRANDA CLASS 3+
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. reenable disabled weapons/systems
2. acquire target lock (if not done already)
3. if shot possible: BS
MIRANDA E
3+
1
4. if only enemy can hit: evade CLASS
5. if shot possible: sensor scan
6. apply special actions
4. Perform free actions as above S SE
IV. Attack phase: Reselect target: shoot at
nearest enemy in arc. Choose your 1
strongest active weapon. Max hit points by
any means: apply upgrades; apply BS token 2
if dice show BS, then use target lock to
reroll if <=50% hits.
1
3+
I Planning: Select Target & Movement Cell
AI Card INTREPID CLASS 3+
1. Nearest enemy in arc at range 1-3
2. Nearest enemy
II Activation: Roll D6 and select movement 2
from cell
III Action (choose if condtions apply)
1
1. Remove 1 aux energy – no further action!
2. Apply critical damage actions
3. Perform standard actions N NE
1. reenable disabled weapons/systems
2. acquire target lock (if not done already)
3. if shot possible: BS
INTREPID E
3+
1
4. if only enemy can hit: evade CLASS
5. if shot possible: sensor scan
6. apply special actions
4. Perform free actions as above S SE
IV. Attack phase: Reselect target: shoot at
nearest enemy in arc. Choose your 1
strongest active weapon. Max hit points by
any means: apply upgrades; apply BS token 2
if dice show BS, then use target lock to
reroll if <=50% hits.
1
3+