Rules:Infiltration
From Jackpoint
Run infiltrations using a modified version of the combat system.
Loud Rule: These rules only apply while the infiltration is "quiet", once it's gone "loud" it's time for a different structure.
Condition Monitors
- Infiltrators: Highest Agility+Stealth pool,
- -1 for each participant with a pool under 10. Only applies for participants who actually enter the Target, whether physically, astrally or matrix.
- Target: Highest perception/sensor pool (on any plane),
- +1 per 5 units (patrols, guards, matrix watchers)
- +2 per plane covered
Initiative
- Team based init.
- Each round, all Infiltrators roll their usual init, use only the highest score.
- Target chooses a leader for the conflict, use their init.
- Proceed per usual combat rules, with two combatants, the Infiltrators and the Target.
- On the Infiltrators turn, all participants may take one action
- On the Target's turn, Target takes one Composite action
- Any infiltrator may use an interrupt action, but the init cost affects the entire team
- Targets have interrupt actions as well
Actions
Results
- The Infiltrators may choose to abandon the conflict and retreat at any time (Loud Rule applies)
- If either condition monitor empties, the conflict is over:
- If the Infiltrators' empties, the conflict goes Loud.
- Use the remaining boxes on the Target's monitor as a measure of how close to the goal the Infiltrators are.
- If the Targets' empties, the Infiltrators reach the goal.
- Use the remaining boxes on the Infiltrators' monitor as a measure of what's left to contend with at the goal
- Alternatively, if the Infiltrators still need to sneak out, when you begin a new Infiltration combat *don't refresh the Infiltrators' monitor*.
- If the Infiltrators' empties, the conflict goes Loud.