Difference between revisions of "Raid"
Frameworker (Talk | contribs) |
Frameworker (Talk | contribs) m (Frameworker moved page Slip to Infiltration without leaving a redirect) |
(No difference)
| |
Revision as of 18:04, 14 September 2014
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.
Intruders
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.
Guardians
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.
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.
Sleeping
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.
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.
Infiltration Tactics
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.
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. 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.
Version 2.5.0
©2014 Frameworks Games
This is outdated content. Update Needed!