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challenge-raid-process [2026/01/28 17:29]
elindos
challenge-raid-process [2026/01/29 19:52] (current)
elindos
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 Rules to beat an enemy team are related to combat factors: individual stealth, individual cover, bound armor or team armor as defensive values ; awareness, shooting, weapons as offensive values ; and the best tactical orders, and leadership capacity in your group as a percentage boost to both outputs. Rules to beat an enemy team are related to combat factors: individual stealth, individual cover, bound armor or team armor as defensive values ; awareness, shooting, weapons as offensive values ; and the best tactical orders, and leadership capacity in your group as a percentage boost to both outputs.
  
 +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. 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 time, 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. // ]+[ //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.// ]
  
-Hits will be made with every character targeting one enemy, and using rolls given by their offensive values, against the enemy defensive values used as a difficulty for this roll. +Detailed combat rules will be shared publicly in other articles, and an access edited here
- +
-[ //Offensive values will vary across rounds, with Shooting taking more and more importance and giving more rolls over time . Strike Teams receive a bonus to the number of rolls they make in this phase. A Strike Team attacking ​an identified Scout team, also receives a lot more bonuses. // ] +
- +
-Two hits done in the same round or at least one hit in two consecutive rounds are enough to beat a character, unless the character has Toughness, in which case it also has a bonus reserve of one hit per 6 Power (rounded up), that does not recover during combat ; Armor also has the same effect and can be added to Toughness. +
- +
-Characters put out of action are also unable to contribute to the objective after.+
  
 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. 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.
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 If they get beaten, they are switched to a specific //"​battle bay"// for the season. 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)and more chances if you ever build a dedicated infirmary for their faction.+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 ==
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 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 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.
  
-Taking control of sectors is what you must do, also making sure you beat the enemies on the sectors which give you the highest number of points.+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.