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challenge-raid-process [2026/01/28 17:29]
elindos
challenge-raid-process [2026/03/18 07:31] (current)
elindos
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 Your teams will have to: Your teams will have to:
  
-  * (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.+  * (1) beat any team that has been installed here before this week. 
  
-  * (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 +  * (2) beat any enemy team that has been sent there this week and is not installed yet. 
  
   * (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.
  
-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.+Failing ​to do any of that will make your team disperse ​and put your assets ​in recovery.
  
 +== HOW TO WIN IN BATTLE ==
  
-In the first round of combat a conflict of Stealth, Speed and Awareness (and random rolls for ties) determines who shoots first.+Some advantages to beat an enemy team are gained thanks to team factors.
  
-//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. // ]+[[challenge-raid-battle-team-factors|View ​team factors]] ​]
  
-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.+Some are also gained thanks to individual skills on your card.
  
-//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. // ]+[[challenge-raid-battle-individual-factors|View individual card factors]] ​]
  
-Two hits done in the same round or at least one hit in two consecutive ​rounds ​are enough to beat a characterunless 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.+Teams will fight each other in rounds ​of combatuntil one team is beaten.
  
-Characters put out of action are also unable to contribute to the objective after.+After 16 rounds, we consider that the shootout attracted too much attention and both teams must retreat and hide: they are defeated for all purposes.
  
-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. 
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-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. 
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-== Gaining control of a Sector == 
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-**Sector objectives** will mention a condition that must be fulfilled, and traits required to do that, just like any normal challenge risk. 
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-All are made against a Risk value needing a "​5+"​ to validate it. 
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-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. 
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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. 
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-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.