Trace:
Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision | |||
|
challenge-raid-process [2026/01/28 17:42] elindos |
challenge-raid-process [2026/01/29 19:52] (current) elindos |
||
|---|---|---|---|
| Line 15: | Line 15: | ||
| 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 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. // ] | + | [ //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. | ||
| Line 29: | Line 23: | ||
| 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 == | ||
