Raid

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A raid is an attempt to sneak past guards or defenses. It usually occurs when the band is infiltrating a secured location, or trying to escape from trouble without drawing more attention. The most complex raids require you to sneak in, get a job done (such as sabotage or stealing) and then sneak back out. It is also possible that the roles will be reversed, and a watchful band must spot intruders. An important raid will run as an encounter, which might turn seamlessly into a battle or a chase if things go badly.

Vanish

Main article: Subterfuge

When you are hidden instead of being placed on the map, you place two decoys. You might be either decoy at any given time. While you are hidden you gain a bonus to attack unaware targets and to contest checks against you. You can become hidden if no enemy or decoy has a line without a penalty to you. Use an action and roll against subterfuge. If you succeed you place two decoy markers in areas adjacent to you and then remove your character from the map. Use a subterfuge snap to get an action without losing a decoy. When you take an action it must apply to both decoys, or the other is eliminated. If an opponent gains a clear line to a decoy it is eliminated. When your decoy is eliminated you may choose to be revealed in its place (dropping any other decoys). If your last decoy is eliminated you are automatically revealed in its place. If you gain interference while hidden you must eliminate a decoy.

Surprise Attack

While you are hidden you may launch an attack from either of your decoys. When you do so, you are automatically revealed and remove the other decoy. The target may use a guard to check perception, and you may contest with a duck in response. Note you gain the bonus for being hidden on the attack, and on the duck check if needed. If the perception check succeeds the attack is normal and other defenses may be used to contest it. If perception fails no other defense is possible.

Sentry

If all your opponents are hidden at the beginning of an encounter you don't receive normal turns. During your turn you make a perception check. If you succeed then you may move half your speed in any direction you desire. If you fail then your opponents may move you up to half your speed. An opponent may duck to contest your check. You continue to make checks while unaware of any opponents. You reveal an opponent by gaining a line without a penalty, or getting within reach (in front of your flank line) even if there is a penalty. Once at least one opponent is revealed you are no longer unaware and receive turns normally, allowing you to try to spot to eliminate decoys or even attack decoys. If you are asleep, you check your perception but with a penalty. If you succeed you wake up and become a normal sentry.

Security

It is common to encounter locked doors, traps, or barriers between tiles in a raid. Unsecured access such as unlocked doors require one move speed to open or close. Secured access such as a locked door requires a key to open. Abilities or items may allow you to unlock the door with a check or a complication. A zone may also have a secured keyword, which adds a penalty to any attempt to [subterfuge]] in that segment. Sentries may carry light sources to eliminate visibility penalties, or keys for secured doors. When an exchange ends security conditions could change, such as shifting light sources or rotating sentries.

  • Pro Tips: Try to split your decoys up. If you lose one, you can try to vanish again to spawn a new decoy. Duck to contest perception checks from sentries, and use your wins to change their facing so you have a clear path to remain hidden. If you're a sentry with a good view, you don't have to check perception. That means you can't move, but it also means you won't be forced to turn away. A distraction from an ally can have the same effects as a successful duck while keeping your actions free.

Special Infiltrations

  • Capers. A caper has a number of hot spots, each with a different objective. Each hot spot is a separate infiltration (or possibly another type of encounter). In a difficult caper multiple hot spots may need to be dealt with simultaneously. Early successes or failures may affect the difficult of the later encounters, or determine consequences such as the job was completed, but the victims know exactly who burned them.
  • Case. Casing allows you to learn details about the zone(s) for an infiltration. Casing is usually a series of single checks. An appearance check would allow you to visit a public location in disguise, or a scholarship check would allow you to research information about the site. If you succeed the referee will set up the zone before your enter and note security measures equal to your success margins. You may then plan your infiltration as you like before starting. If the check fails you still gain basic information but the location is alerted and has new secret security measures for days equal to your failure margin.

See Also



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