Narrative Cards ver 2
Posted: April 24th, 2014, 8:23 pm
The initial idea of narrative missions has been further developed by Ravager Zero on the main forum. He has ran with it and worked up some cards to download.
I'd like to approach a new batch from a fresh angle, and work up some new missions but with a more solid and tested feel. Those first batch have some cool ideas that can be further developed, but they are raw. Some were designed to be secret, others open, and many ideas pulled from YAMs.
So here is version 2. Still very much WIP so feel free to test out and comment. I'm hoping to have 8 or so at some point.
Narrative Missions Cards 2.0
• Decide if you want open or secret mission mode
• Set up the table as described in the Narrative table set up.
• Choose lists
• Each player randomly select 2 missions cards, and decide which one you want to use then discard the other. (Keep this secret from your opponent if you both agreed on secret mode)
• Roll for initiative
• If you both opted for public missions, show your mission before the first turn.
Narrative table set up:
3 secure buildings, 1 in center, and 1 in each half of the table touching each deployment zone. All doors start locked, and each building has a crate and console. No model my deploy in, on or touching the three secure buildings.
• Secure building windows are considered transparent, but bullet proof.
• Secure building doors can be opened with a WIP -3 check or bashed in with a PH check.
Civvie starts in center building.
Each player also sets up a mobile comms unit as part of deployment. Unit has STR 2, BTS -2 and ARM 3.
------------------------------------------------------------------------------------------------------------------
MISSION 1: WEIRD SCIENCE
A scientist has been working on illegal wetware and is looking for asylum and to sell his work to your nation. You are to extract the scientist and his work and lay waste to his lab to prevent his research getting into enemy hands.
Primary Objective: Sync and escort the scientist (civvie)t to your deployment zone, where they must survive until the end of the game. 3 points
Secondary Objective: Obtain the research from the secure building in your opponents half of the table. You have two options on how to do this:
Hard copy in the crate: The crate can be forced open with a PH check, but a roll of 20 will destroy the research, so be careful! The research in hard copy form must be in your hands at the end of the game, and can be passed model to model with a short skill. 2 points
OR (even if you do both hard and digital copy, it's only 2 points)
Download digital copy: The console can be accessed by a Hacker or Engineer with a -3 WIP roll. A success instantly gets you 2 points
Tertiary Objective: The secure building in the center of the table is the science lab and must be destroyed by either:
Shoot the (explosive!) crate: Which has ARM 3 and STR 2. A damaged crate will engulf the building in flames when the crate is destroyed, and any unit inside or touching it must make a single armor check at DAM 13 with fire damage.
OR
Activate safe self destruction sequence: Any model may access the secure rooms console with a -3 WIP and activate the self destruct sequence. A hacker or Engineer may access it with a normal WIP. A success will safely destroy the building with no further consequences.
Using either method will get you 1 point
------------------------------------------------------------------------------------------------------------------
MISSION 2: YOU ONLY LIVE TWICE
You faction has discovered an enemy cube bank, containing several highly important targets that are better off staying dead. Infiltrate the facility, and steal the cubes or perform final rights.
Primary Objective: Destroy or pillage the cube bank, which is the Secure Building located in your enemies table half. Your options are:
Destroy the bank: To do so, both the console and crate must be destroyed. Both have ARM 3 and STR 2, but can only be destroyed by EXP, DA, Shock, Mono, Viral and K1 Ammo. Destruction of both console and create instantly gets you 3 points.
OR
Steal the cubes: Any model can try to open the crate with a -3 PH. While a Hacker or Engineer can use a normal WIP. The stolen cubes must be in your hands at the end of the game, and can be passed model to model with a short skill. 3 points at end of game.
Secondary Objective: Take out half the enemies force (points) to further decimate their resources. 2 points when the enemy goes down to 50%.
Tertiary Objective: Ensure the enemy knows that they only live once, so you will have to get close to be sure:
Coupe de grace: Finish off an enemy model by performing a Coupe de grace. Models with a STR value do not count. 1 point when model is removed.
OR
Decapitation: Kill an enemy in close combat. Unconscious models do not count, they must be removed from play. Models with a STR value do not count. 1 point when model is removed.
------------------------------------------------------------------------------------------------------------------
MISSION 3: SAFE HOUSE
One of your factions safe house locations has been compromised, and your team has been sent in to clean up shop. Clear the area of enemy activity, and secure any exposed VIPs. Better plug the leak and secure comms.
Primary Objective: Sync with the civvie in the center secure building and ensure they survive until the end of the conflict. 3 points
Secondary Objective: Protect the Secure Building in your half of the table, and ensure no enemy destroys or interacts with both the crate and the console. No enemy must be inside that building at the end of the game. 2 Points if building is clear and console/box untouched at the end of the conflict.
OR
Protect the Secure Building in the center of the table, and ensure no enemy destroys or interacts with the crate, civvie and the console. No enemy must be inside that building at the end of the game. 2 Points if building is clear and console/box untouched at the end of the conflict.
Tertiary Objective: Destroy or Forward Observer the enemies comms unit to secure communications. 1 point when it is destroyed or Forward Observed.
OR
Ensure no enemy model is in your deployment at the end of the game.1 point at the end of the game.
------------------------------------------------------------------------------------------------------------------
MISSION 4: FOR YOUR EYES ONLY
Intel shows a new enemy installation has been covertly constructed, with sufficient activity to prove a concern. Go in there and find out what they are upto, but don't create an embarrassing incident. So stealth is key, and bring back your team mostly in tact.
Primary Objective: Set up a surveillance network in the enemies half of the table without being seen. You can do this in one of two ways:
Drop a Surveillance Beacon: Deploy a beacon with a short skill within 10" from any corner in your enemies deployment zone. There must be no ARO to this order, and the beacon must survive until the end of the game. Every friendly unit has a single beacon on them, and they are deployed as a camo marker. If discovered they have ARM 0 and STR 1. 3 points if Beacon is intact at the end of the game, and the unit was not seen to deploy it. .
OR
Co-ordinated Mapping: Have two models perform a co-ordinated WIP check in the enemies deployment zone. The conditions are that each model must be within 10" of a different corner of the enemies deployment, and the order can generate no AROs. If this is successful you get 3 points instantly.
Secondary Objective: Create a diversion by jamming up their communications network and chain of command. You have a few options here for mischief:
Destroy or disrupt the enemies Comms Unit: You can destroy it with any weapon, or disable it using EM ammo for an instant 2 points when it is down.
OR
Take down the enemies Lieutenant: If you can find them and take them out then it's an instant 2 points.
Tertiary Objective: Keep your team (mostly) alive, which means having 50% in points still active at the end of the game. 1 point at the end of the game.
------------------------------------------------------------------------------------------------------------------
MISSION 5: ASSASSINS GREED
One of 0-12s most wanted has been spotted hiding out in a dark corner of the sphere, and command wants them taken out in order to gain political leverage. Word is that they also have a significant stash of stolen goods that they wont be taking with them...
Primary Objective: The target is the civilian in the center building but wont be a viable target until turn 2, and is always considered hostile to you. They use the standard civvie profile in the main Infinity rules, with the exception of being armed with a combo rifle. They will shoot directly at any unit they sees approach them as an ARO and must be taken out in close combat for 3 points.
Secondary Objective: The targets stash is in the secure building within your opponents side of the table. You can retrieve it in one of two ways:
Blow up the safe: The crate represents a safe that is virtually indestructible with ARM 3 and STR 2. But can be opened with EXP, DA, Shock, Mono, Viral and K1 Ammo. However a roll of 20 will destroy the contents. 2 points instantly upon success.
OR
Hack the console: Which contains valuable information and Any model can try to access it with a -3 WIP. While a Hacker or Engineer can use a normal WIP roll. 2 points instantly upon success.
Tertiary Objective: Keep a clean exit open, in one of two ways:
Safe Comms Unit: Ensue your Comms unit is safe and intact at the end of the game for 1 point.
OR
Clean exit: Ensure your deployment zone is free of all enemies at the end of the game for 1 point
------------------------------------------------------------------------------------------------------------------
I'd like to approach a new batch from a fresh angle, and work up some new missions but with a more solid and tested feel. Those first batch have some cool ideas that can be further developed, but they are raw. Some were designed to be secret, others open, and many ideas pulled from YAMs.
So here is version 2. Still very much WIP so feel free to test out and comment. I'm hoping to have 8 or so at some point.
Narrative Missions Cards 2.0
• Decide if you want open or secret mission mode
• Set up the table as described in the Narrative table set up.
• Choose lists
• Each player randomly select 2 missions cards, and decide which one you want to use then discard the other. (Keep this secret from your opponent if you both agreed on secret mode)
• Roll for initiative
• If you both opted for public missions, show your mission before the first turn.
Narrative table set up:
3 secure buildings, 1 in center, and 1 in each half of the table touching each deployment zone. All doors start locked, and each building has a crate and console. No model my deploy in, on or touching the three secure buildings.
• Secure building windows are considered transparent, but bullet proof.
• Secure building doors can be opened with a WIP -3 check or bashed in with a PH check.
Civvie starts in center building.
Each player also sets up a mobile comms unit as part of deployment. Unit has STR 2, BTS -2 and ARM 3.
------------------------------------------------------------------------------------------------------------------
MISSION 1: WEIRD SCIENCE
A scientist has been working on illegal wetware and is looking for asylum and to sell his work to your nation. You are to extract the scientist and his work and lay waste to his lab to prevent his research getting into enemy hands.
Primary Objective: Sync and escort the scientist (civvie)t to your deployment zone, where they must survive until the end of the game. 3 points
Secondary Objective: Obtain the research from the secure building in your opponents half of the table. You have two options on how to do this:
Hard copy in the crate: The crate can be forced open with a PH check, but a roll of 20 will destroy the research, so be careful! The research in hard copy form must be in your hands at the end of the game, and can be passed model to model with a short skill. 2 points
OR (even if you do both hard and digital copy, it's only 2 points)
Download digital copy: The console can be accessed by a Hacker or Engineer with a -3 WIP roll. A success instantly gets you 2 points
Tertiary Objective: The secure building in the center of the table is the science lab and must be destroyed by either:
Shoot the (explosive!) crate: Which has ARM 3 and STR 2. A damaged crate will engulf the building in flames when the crate is destroyed, and any unit inside or touching it must make a single armor check at DAM 13 with fire damage.
OR
Activate safe self destruction sequence: Any model may access the secure rooms console with a -3 WIP and activate the self destruct sequence. A hacker or Engineer may access it with a normal WIP. A success will safely destroy the building with no further consequences.
Using either method will get you 1 point
------------------------------------------------------------------------------------------------------------------
MISSION 2: YOU ONLY LIVE TWICE
You faction has discovered an enemy cube bank, containing several highly important targets that are better off staying dead. Infiltrate the facility, and steal the cubes or perform final rights.
Primary Objective: Destroy or pillage the cube bank, which is the Secure Building located in your enemies table half. Your options are:
Destroy the bank: To do so, both the console and crate must be destroyed. Both have ARM 3 and STR 2, but can only be destroyed by EXP, DA, Shock, Mono, Viral and K1 Ammo. Destruction of both console and create instantly gets you 3 points.
OR
Steal the cubes: Any model can try to open the crate with a -3 PH. While a Hacker or Engineer can use a normal WIP. The stolen cubes must be in your hands at the end of the game, and can be passed model to model with a short skill. 3 points at end of game.
Secondary Objective: Take out half the enemies force (points) to further decimate their resources. 2 points when the enemy goes down to 50%.
Tertiary Objective: Ensure the enemy knows that they only live once, so you will have to get close to be sure:
Coupe de grace: Finish off an enemy model by performing a Coupe de grace. Models with a STR value do not count. 1 point when model is removed.
OR
Decapitation: Kill an enemy in close combat. Unconscious models do not count, they must be removed from play. Models with a STR value do not count. 1 point when model is removed.
------------------------------------------------------------------------------------------------------------------
MISSION 3: SAFE HOUSE
One of your factions safe house locations has been compromised, and your team has been sent in to clean up shop. Clear the area of enemy activity, and secure any exposed VIPs. Better plug the leak and secure comms.
Primary Objective: Sync with the civvie in the center secure building and ensure they survive until the end of the conflict. 3 points
Secondary Objective: Protect the Secure Building in your half of the table, and ensure no enemy destroys or interacts with both the crate and the console. No enemy must be inside that building at the end of the game. 2 Points if building is clear and console/box untouched at the end of the conflict.
OR
Protect the Secure Building in the center of the table, and ensure no enemy destroys or interacts with the crate, civvie and the console. No enemy must be inside that building at the end of the game. 2 Points if building is clear and console/box untouched at the end of the conflict.
Tertiary Objective: Destroy or Forward Observer the enemies comms unit to secure communications. 1 point when it is destroyed or Forward Observed.
OR
Ensure no enemy model is in your deployment at the end of the game.1 point at the end of the game.
------------------------------------------------------------------------------------------------------------------
MISSION 4: FOR YOUR EYES ONLY
Intel shows a new enemy installation has been covertly constructed, with sufficient activity to prove a concern. Go in there and find out what they are upto, but don't create an embarrassing incident. So stealth is key, and bring back your team mostly in tact.
Primary Objective: Set up a surveillance network in the enemies half of the table without being seen. You can do this in one of two ways:
Drop a Surveillance Beacon: Deploy a beacon with a short skill within 10" from any corner in your enemies deployment zone. There must be no ARO to this order, and the beacon must survive until the end of the game. Every friendly unit has a single beacon on them, and they are deployed as a camo marker. If discovered they have ARM 0 and STR 1. 3 points if Beacon is intact at the end of the game, and the unit was not seen to deploy it. .
OR
Co-ordinated Mapping: Have two models perform a co-ordinated WIP check in the enemies deployment zone. The conditions are that each model must be within 10" of a different corner of the enemies deployment, and the order can generate no AROs. If this is successful you get 3 points instantly.
Secondary Objective: Create a diversion by jamming up their communications network and chain of command. You have a few options here for mischief:
Destroy or disrupt the enemies Comms Unit: You can destroy it with any weapon, or disable it using EM ammo for an instant 2 points when it is down.
OR
Take down the enemies Lieutenant: If you can find them and take them out then it's an instant 2 points.
Tertiary Objective: Keep your team (mostly) alive, which means having 50% in points still active at the end of the game. 1 point at the end of the game.
------------------------------------------------------------------------------------------------------------------
MISSION 5: ASSASSINS GREED
One of 0-12s most wanted has been spotted hiding out in a dark corner of the sphere, and command wants them taken out in order to gain political leverage. Word is that they also have a significant stash of stolen goods that they wont be taking with them...
Primary Objective: The target is the civilian in the center building but wont be a viable target until turn 2, and is always considered hostile to you. They use the standard civvie profile in the main Infinity rules, with the exception of being armed with a combo rifle. They will shoot directly at any unit they sees approach them as an ARO and must be taken out in close combat for 3 points.
Secondary Objective: The targets stash is in the secure building within your opponents side of the table. You can retrieve it in one of two ways:
Blow up the safe: The crate represents a safe that is virtually indestructible with ARM 3 and STR 2. But can be opened with EXP, DA, Shock, Mono, Viral and K1 Ammo. However a roll of 20 will destroy the contents. 2 points instantly upon success.
OR
Hack the console: Which contains valuable information and Any model can try to access it with a -3 WIP. While a Hacker or Engineer can use a normal WIP roll. 2 points instantly upon success.
Tertiary Objective: Keep a clean exit open, in one of two ways:
Safe Comms Unit: Ensue your Comms unit is safe and intact at the end of the game for 1 point.
OR
Clean exit: Ensure your deployment zone is free of all enemies at the end of the game for 1 point
------------------------------------------------------------------------------------------------------------------