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SE4X - Alien Empire Solitaire Scenario

Each AI controlled Alien Player ​(AP) starts with 1 base on a 20CP home planet. APs start with Mine tech. APs never use: MS Pipelines,
Colony Ships, Space Yards, Mining Ships, Decoys. Until APs launch fleet, they only act during Economic Phase (EP). After AP
homeworld is destroyed, existing ships will fight to the death. APs never screen ships.

AP ECONOMIC PHASE​:
After player completes Economic Phase​ (EP)​, do an EP for each AP.

1) Econ Roll​. ​ROLL # OF DICE​ equal to Econ Rolls column plus Extra Econ column (on Alien Economic Sheet):
Econ Roll Result Type Instruction
ECON Add 1 to Extra Econ Rolls column starting 3 EPs from now. Extra Econ accumulates.
FLEET Add CP to Fleet column based on difficulty level (5, 10, or 15).
TECH Add CP to Tech column based on difficulty level (5, 10, or 15).
DEFENSE Add CP to Defense column based on difficulty level--double it! (10, 20, or 30).
Note: CPs in these categories carry over and accumulate. When AP spends CP from an area, it spends as much as possible.

2) Fleet Launch Roll.​ ​IF ​AP has​ ​6+ CPs in Fleet column, ​ROLL 1 DIE​:
A) Fleet Launch Roll Modifier Conditions Instruction
IF ​AP has Fighter tech ​AND ​has not seen player Pt Def tech equal to it ​AND ​25 CP in Fleet column -2 modifier​ to die roll
IF ​AP has Cloak tech ​AND ​has no seen player Scanner tech equal to it ​AND ​12 CP in Fleet column -2 modifier ​to die roll

Lookup Fleet Launch Roll result on Alien Economic Sheet, Fleet Launch column (success rate varies each economic phase).
B) If Fleet Launches​ (If no fleet launched, AP turn is over)
ROLL 1 DIE​: On result 1-4, AP buys next Move tech with Tech column CP, if able. Other tech is not purchased until combat.
IF ​AP has Cloak tech Build & launch RAIDER Fleet. Spend all AP Fleet CPs on Raiders.
AND ​12+ CP in Fleet Place Raider fleet on AP homeworld.
AND ​has not seen ANY human Scanner tech: Tech is purchased when fleet enters combat.
ELSE Launch a REGULAR Fleet. Move all CP from fleet column to right side fleet ledger,
and place a fleet marker on AP homeworld (fleet is built and tech purchased when
fleet first enters combat).

AP MOVEMENT. ​After each player movement turn phase, the APs move any ships or fleet markers in play

Fleet Destination Priority​ (set after Econ phase):


1. Colony that can be reached in fewest # of Econ Phases
2. Least defended colony
3. Nearest colony

Regular Fleet Movement. ​Asteroids and nebulae do not affect movement, but do affect combat. AP will position defensively if out of
range of target colony. AP avoids black holes and Supernovas. AP never retreats. AP will attack single ships if it does not alter time to
destination. Will avoid non-single ships, as long as no delay to target. AP does not reveal unexplored hexes

Raider Fleet Movement. ​Moves like regular fleet except: avoids combat if enemy fleet or colony has greater CP than Raider fleet
(including unrevealed enemy ships).

AP HOMEWORLD DEFENSE. ​When AP homeworld is attacked, normal Fleet Launch/Tech and Ship Buying, EXCEPT: No Raider
Fleets and No Move tech upgrades.

All CP in Defense column is spent on either Mines or Bases. ROLL 1 DIE:


Roll 1-3: Def CP all spent on Mines
Roll 4-6: Def CP spent buying Bases then Mine then base then mine...remainder on mines
Roll 7-10: Def CP spent on Bases with remainder on Mines
AP COMBAT. ​When a Normal AP fleet enters combat for the first time, tech is purchased for it and then the fleet is built.

1) Purchase Tech:
A) Point Defense, Minesweeper, and Scanner Tech Conditions If able, AP researches:
IF ​AP has seen human Fighters in combat AND ​AP lacks Point Def 1 ​Point Def 1
IF ​AP has seen human Mines AND ​AP lacks Minesweeper tech 1 Minesweeper 1*
IF ​AP has seen human Raiders in combat AND ​AP lacks Scan capable of detecting them ROLL​:​ 1-4:​ Scanner Tech **
*All AP Scouts equip Minesweeper tech **AP buys required Scanner level(s) to detect Raiders, or work toward it.

B) Ship Size Tech Upgrade: ROLL 1 DIE


Current Ship Size 1 2 3 4 5
Roll Needed for Upgrade 1-10 1-7 1-6 1-5 1-3

C) Fighter Tech & CLoak Tech Upgrade Conditions ROLL RESULT INSTRUCTION
AP has Fighter tech ​AND ​has not seen human Point Defense: ​ROLL DIE 1-6 Upgrade FIGHTER tech if possible.
7-10 Proceed to ​Spend Remaining Tech CP.
AP fleet is a Raider fleet ​AND ​AP has Cloak 1:​ ROLL DIE 1-6 Upgrade CLOAK Tech if possible.
7-10 Proceed to ​Spend Remaining Tech CP.

D) Spend Remaining Tech CP: ROLL 1 DIE


1-2 3-4 5 6 7 8 9 10
Attack Defense Tactics* Cloak** Scan Fighter Point Def Minesweeper
*If AP lacks Atk 2 or Def 2 buy those instead (in that order). **If AP has seen enemy human Scanner 2, reroll.
If the result is too expensive, reroll until a tech is rolled that can be afforded. If AP has insufficient tech points, the purchase is not made.
Remaining points are recorded in the tech column. All AP ships instantly upgrade to current tech level.

2) Purchase Ships using all available fleet points​ (note: Raider fleet builds ​only ​Raiders):
A) Carriers/Fighters, Raiders, Flagships, and Destroyer Conditions INSTRUCTION
IF ​AP has IF ​AP has not seen enemy human Point Def: AP buys only Carriers/Fighters before spending the rest.
Fighter tech: IF ​AP has seen enemy human Point Def, ROLL 1 DIE: On Result​ ​1-4: AP buys only fully loaded Carriers.
ELSE IF IF ​AP JUST upgraded Cloak tech ​AND AP buys only Raiders.
12 CP+Fleet: has not seen enemy human with equal Scanner Tech:
ELSE ​Buy 1 IF​ AP has not seen human Cloak greater than its Scanner Buy a DD (if tech and CPs allow).
Flagship* tech ​AND ​Flagship was not a DD:
*buy 1 of largest ship size with APs current Ship Size tech.

B) Fleet Composition: ROLL 1 DIE


Roll IF ​AP has Point Def ​ ND ​AP has seen human Fighters:
A -2 modifier to die roll.
modifiers IF m​ odified result is 4-10 ​AND ​AP fleet lacks one full Carrier/3 fighters: AP buys 2 SC then continues.
1-3 Maximize number of ships. (ships larger than SC only purchased if it doesn’t lower fleet size)
4-6 Maximize number of ships that can use max Atk/Def tech available.
7-10 Build largest ship types available.
Credit remaining leftover CP back to fleet budget. If AP has Minesweeper, all AP scouts are equipped with this tech.

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