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challenge-raid-the-concept [2026/02/03 22:48] elindos |
challenge-raid-the-concept [2026/02/03 22:51] (current) elindos |
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| **Scout Teams** are light, stealthy and are made of Characters only and equipment cards (weapons allowed, but not armor). | **Scout Teams** are light, stealthy and are made of Characters only and equipment cards (weapons allowed, but not armor). | ||
| - | They are very important in Week 1 because they have an advantage when encountering unexplored sectors ; if they face a Strike team there, they can //ambush it!// | + | //They are very important in Week 1 because they have an advantage when encountering unexplored sectors ; if they face a Strike team there, they can ambush it!// |
| - | Strike Teams are heavier. They can receive Armors, Vehicles and Starships too but in specific slots. | + | **Strike Teams** are heavier. They can receive Armors, Vehicles and Starships too but in specific slots. |
| - | Strike Teams have an advantage when entering explored sectors and striking already identified targets, as they can lead an //assault//. | + | //Strike Teams have an advantage when entering explored sectors and striking already identified targets.// |
| - | So Strike teams have an advantage starting on Week 2, if you decide to attack an enemy team already placed somewhere. | + | Although you'll have to draw on all the criminal and syndicate equipment you can muster, **the first slot of any team is your Public Cover**, a corrupted or infiltrated individual, and **can accept characters of any faction**. |
| - | This is not a battle-only focused situation. | + | == Recovery == |
| - | Although you'll have to draw on all the criminal and syndicate equipment you can muster, the first slot of any team is your **Cover**, a corrupted or infiltrated individual, and can accept characters for any faction. | + | All teams that have failed or are beaten are sent to recovery, but all teams that succeed remain on the sector they are sent to. |
| - | Note that rotations and recovery are different: all teams that failed are sent to recovery, but all teams that succeed remain on the sector they are sent to. | + | Characters and assets in recovery have one chance out of six (on a 6+) to recover, but a first roll is still made when they are sent there for a quick recovery. Better chances could appear later. |
| - | + | ||
| - | Characters and assets in recovery have one chance out of six (on a 6+) the first time to recover, but a first roll is still made when they are sent there for a quick recovery. | + | |
| - | + | ||
| - | Sectors with no mission are conquered automatically by the team sent there. | + | |
| - | + | ||
| - | Others require you to complete a mission, against a specific risk value of 5+, with more complete control gained if you score more successes. | + | |
| == Sectors == | == Sectors == | ||
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| Sectors also mention if a team is already installed there, and what group of players controls it. | Sectors also mention if a team is already installed there, and what group of players controls it. | ||
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| + | == Missions == | ||
| + | |||
| + | This is not a battle-only focused situation. | ||
| + | |||
| + | Sectors with no mission are conquered automatically by the team sent there. | ||
| + | |||
| + | Others require you to complete a mission, against a specific risk value of 5+, with more complete control gained if you score more successes. | ||
| The system processes your team orders all at once during [[challenge-raid-process|the Raid Battle Process]], at the same time it executes all challenges. | The system processes your team orders all at once during [[challenge-raid-process|the Raid Battle Process]], at the same time it executes all challenges. | ||
