Difference between revisions of "Raid"

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An infiltration 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 infiltrations 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 infiltration will run as an encounter, which might turn seamlessly into a battle or a chase if things go badly.
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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.
  
==Intruders==
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==Vanish==
All intruders start an infiltration [[hidden]] as decoys, and guardians on watch for intruders are placed in the encounter zone before any decoys. Until an intruder is revealed, guardians don't get proper turns (see guardians below). If the players are guardians, the intruders aren't placed as individual decoys, but rather as special decoys equal to the player guardians on watch plus one. Intruders get normal turns to move their decoys or take other actions.
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{{Main|Subterfuge}}
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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.
  
==Guardians==
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==Surprise Attack==
Guardians are individuals on watch against intruders, and always start unaware. The referee may place guardians as desired, or if you are playing a guardian you may choose where to start. Each turn in place of an action a guardian rolls a [[watch]] (a check against the [[study]] skill score). If the check succeeds the guardian moves one area towards the closest decoy. If it fails the guardian may not move at all, and interference immediately moves the guardian 1 area away. If you are playing a guardian if you succeed you may move 1 area in any direction you desire, and interference applies normally.
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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.
  
The guardians eliminate decoys by gaining an attack line without a penalty, or by entering the decoy's area. If an intruder is revealed (your last decoy is eliminated) all guardians in the zone begin receiving actions normally. Guardians can often summon reinforcements either immediately or by activating an alarm. If the players are guardians, the opposing forces are revealed when the final special decoy is eliminated, and the encounter type changes. Opponents may still be [[hidden]], but you are free to act however you like.
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==Sentry==
 
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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.
==Sleeping==
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If you are asleep, you check your watch like any other guardian but with a penalty (-2). If you succeed you wake up. Once awake you are assumed to have no items equipped. With each subsequent success you may either equip an item or begin moving like a normal guardian. You may only equip your items in your starting area, as it is assumed that is where your items are.
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==Security==
 
==Security==
It is common to encounter locked doors, traps, or barriers between tiles in an infiltration. Unsecured access such as unlocked doors requires a [[snap]] to open or close. Secured access such as a locked door requires a key and an action to open. Access points can often be destroyed, but that usually not while you are [[hidden]]. Some abilities offer extra options for getting through secured access. A segment may also have a [[secured]] keyword, which adds a penalty (-2) to any attempt to [[sneak]] in that segment. Guardians may carry light sources to eliminate visibility penalties, or keys for secured doors.
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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.
 
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*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.
==Infiltration Tactics==
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Positioning your decoys is crucial to a successful infiltration. Try not to place both your decoys in jeopardy, or you could be spotted and ruin everything. You can subtly control the movement of guardians by drawing them towards your closer decoy. Look for opportunities to 'case' the zone before the infiltration, so you can learn of any locks, alarms, traps, or other surprises that could help or hinder your infiltration. It may even be possible to continue your infiltration while your comrades fight a battle or lead guards on a chase. If you are a guardian you'll need to walk a fine line between spreading out to eliminate all the decoys, but not being too far away from help if you stumble into all the intruders.
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==Special Infiltrations==
 
==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.
 
*'''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. A [[perform]] check would allow you to visit a public location in disguise, or a [[study]] check would allow you to find and question an employee that works on site. If you succeed the referee will set up the zone before your enter and note security measures equal to your success margin. You may then plan your infiltration as you like before starting. However if the check fails the location goes on alert and has extra security measures or double the number guardians for a number of days equal to your failure margin.  
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*'''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.  
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==See Also==
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*[[Encounter]]
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*[[Battle]]
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*[[Chase]]
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*[[Dispute]]
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{{V250}}
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{{V252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Latest revision as of 01:13, 20 January 2016

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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