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challenge-raid-process [2026/01/28 17:14]
elindos
challenge-raid-process [2026/01/29 19:52] (current)
elindos
Line 3: Line 3:
 Your teams will have to: Your teams will have to:
  
-- Ordered List Item beat any team that has been installed here before this week. Strike teams have an advantage in this situation against Scout teams that are installed in a sector.+  * (1) beat any team that has been installed here before this week. Strike teams have an advantage in this situation against Scout teams that are installed in a sector.
  
-  ​- Ordered List Item(2) beat any enemy team that has been sent there this week and is not installed yet. Scout teams have an advantage in this situation against Strike teams that come at them,a s they ambush the unaware Strike teams +  ​(2) beat any enemy team that has been sent there this week and is not installed yet. Scout teams have an advantage in this situation against Strike teams that come at them, as they ambush the unaware Strike teams 
  
-  ​- Ordered List Item(3) beat the sector special objective, if any, and do more successes there than the previous team did.+  ​(3) beat the sector special objective, if any, and do more successes there than the previous team did.
  
-After this cycle is complete, the characters sent are busy for the rest of the season ​characters remain on the sectors they are put into, and if they get beatenthey are switched to specific "​battle bay" for the season.+Rules to beat an enemy team are related to combat factors: individual stealth, individual cover, bound armor or team armor as defensive values ​awarenessshooting, weapons as offensive values ; and the best tactical ordersand leadership capacity in your group as percentage boost to both outputs.
  
-They do however ​in that case have weak chances to come back every week (they come back if they do 6+ on a D6 roll)and more chances if you ever build a dedicated infirmary for their faction.+Teams will fight each other in rounds of combat, until one team is beaten. After 30 rounds, we consider the offensive team has lost, and it is removed from play. 
 + 
 +In the first round of combat a conflict of Stealth, Speed and Awareness (and random rolls for ties) determines who shoots first. 
 + 
 +[ //This initiative rule will change over the number of combat rounds ​that passed, giving more importance to Speed and randomness over time. Scout teams receive a small initiative bonus. Also a Scout team ambushing a Strike team always takes all its shots first, and with bonuses to hit. Strike Teams on the other hand receive a bonus to the number of rolls they make in the next phase, with more hits they distribute.//​ ] 
 + 
 +Detailed combat rules will be shared publicly in other articles, and an access edited here.  
 + 
 +After this cycle of combat and control is complete, the characters sent are busy for the rest of the season ; characters remain on the sectors they are put into. 
 + 
 +If they get beaten, they are switched to a specific //"​battle bay"// for the season. 
 + 
 +If beaten and in battle bay, after every week (including this one) they have //weak chances to come back//: they come back if they do 6+ on a D6 roll, but have more chances if you ever build a dedicated infirmary for their faction.
  
 == Gaining control of a Sector == == Gaining control of a Sector ==
-(Sector objectives) 
  
-*Sector objectives* will mention a condition that must be fulfilled, and traits required to do that, just like any normal challenge risk.+**Sector objectives** will mention a condition that must be fulfilled, and traits required to do that, just like any normal challenge risk
 + 
 +All are made against a Risk value needing a "​5+"​ to validate it. 
 + 
 +Every success will score "​control pips" of your alliance color; the more pips there, the better. If the sector is not controlled yet, any success is enough to control this sector for your allies.
  
-All are made against a Risk value needing "​5" ​to validate ​it.+If the sector is controlled by an enemy, then every success you score will remove one of their control pips instead. Once all are removed (making the sector neutral in that case), it will take control and start adding your own control pips to it.
  
-If the sector is not controlled yet, any success is enough to control ​this sector for your allies. Every success will score "​control pips" ​of your alliance color; the more pips there, the better.+Taking ​control of sectors is [[challenge-raid-victory|what you must do]]also making sure you beat the enemies on the sectors which give you the highest number of points.
  
-If the sector is controlled by an enemy, then every success you score will remove one of their control pips, and once all are removed (making the sector neutral in that case), will start instead adding your own control pips to it.