Rules:Infiltration

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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*.