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Narrative Cards ver 2

PostPosted: April 24th, 2014, 8:23 pm
by Levitas
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.

Image

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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

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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.


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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.

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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.

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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

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Re: Narrative Cards ver 2

PostPosted: April 25th, 2014, 8:02 am
by Arachas
Thanks for posting it here! Much easier to keep track of, than on another forum. :)

I will most definitely be trying these out soon. I'll let you know, how we fare!

Re: Narrative Cards ver 2

PostPosted: April 25th, 2014, 1:27 pm
by Scorch
Cool! :D

Re: Narrative Cards ver 2

PostPosted: April 27th, 2014, 7:48 pm
by WarTeacher
Thanks for sharing these. I am trying to grow my Infinity community here in Kansas City, KS, and I don't like limiting people's purchases by pushing for specialists.

Do you share a deck or does each player have their own, and do you have a turn limit?

Re: Narrative Cards ver 2

PostPosted: April 28th, 2014, 2:32 pm
by VisOne
Just to let you know at one point you misspelled Combi Rifle as Combo rifle. Just Ctrl + F and search for combo you will find it.

That aside I'll be giving these a go in the future when I have some free gaming time.

Re: Narrative Cards ver 2

PostPosted: April 28th, 2014, 10:51 pm
by Levitas
WarTeacher wrote:Thanks for sharing these. I am trying to grow my Infinity community here in Kansas City, KS, and I don't like limiting people's purchases by pushing for specialists.

Do you share a deck or does each player have their own, and do you have a turn limit?


Yes, you share a deck. But feel free to try out having a deck each. It's all pretty open and flexible so just have fun with it.

I feel 4 turns is a good amount. But do have a bash with 3 turns if you fancy a quick game. Getting all the objectives will probably require a fair few turns, so 4 is the optimum.


VisOne wrote:Just to let you know at one point you misspelled Combi Rifle as Combo rifle. Just Ctrl + F and search for combo you will find it.

That aside I'll be giving these a go in the future when I have some free gaming time.


Well spotted. Thank you!

Re: Narrative Cards ver 2

PostPosted: April 29th, 2014, 7:44 am
by Arachas
C-C-C-COMBO-RIFLE!!! XD

We're having some games this Friday night. I'll let the guys play some of these missions and get back to you with the results!

Re: Narrative Cards ver 2

PostPosted: April 29th, 2014, 3:53 pm
by Levitas
Arachas wrote:C-C-C-COMBO-RIFLE!!! XD

We're having some games this Friday night. I'll let the guys play some of these missions and get back to you with the results!


Superb! :D

The Combo Rifle - Comes with fries, a coke and enough rounds to down a TAG. TM

Re: Narrative Cards ver 2

PostPosted: April 29th, 2014, 8:48 pm
by Scorch
Levitas wrote:
Arachas wrote:C-C-C-COMBO-RIFLE!!! XD

We're having some games this Friday night. I'll let the guys play some of these missions and get back to you with the results!


Superb! :D

The Combo Rifle - Comes with fries, a coke and enough rounds to down a TAG. TM

Reminds me of this

Re: Narrative Cards ver 2

PostPosted: May 1st, 2014, 9:15 pm
by Levitas
Nice Scorch, love that scene! :D

Ok, my group has continued to play test and here is some feedback that is helping to change direction slightly:

I think the foundation is really good. Both games Geoff and I played we had fun and I think some of the randomness of the objectives played in to that.

The reoccurring issue we have faced though are the "defend" objectives. Since both players are drawing random cards, with different objectives, and they are secret, sometimes they don't interact well.

For example, if I have an objective that says I need to defend a building and it's contents (the crate and console) but my opponent doesn't have an objective on his card stating he needs to destroy the crate/console in that building, then it's an auto-accomplishment for me. We ran in to this last night and our previous game.

I think there are two possible solutions:

1. Make some of the objectives on each card "public" and some private. Then Player A can at least try to deny points from Player B in addition to gaining their own objectives.

2. Have mission cards come in pairs. The pair of missions (one for each player) then can interact with each other...and may play itself better in to a narrative story anyway. For example, Assassins Greed and Safe House match up well together.


I like option 2, of having the missions come in pairs. That would of course make the objectives public, but we could also throw in a third objective that is secret and random (ITS style). You are right in that it makes a better narrative, and many of them were designed with a direct interaction with another mission.

I think secret and narrative have been difficult to gel together, hence a lot of 'easy' objectives.

Good plan, so going forward:

• Lets look at which missions pair well, pulling them under a single name for each pair too.

• A table of third objectives. Could be lazy here and use ITS or come up with our own.

Re: Narrative Cards ver 2

PostPosted: May 2nd, 2014, 7:54 am
by Arachas
When we played NC1.1 we also played the missions openly. It added to the narrative, really.

I'll see if we can pair up some missions when we play tonight.

Re: Narrative Cards ver 2

PostPosted: May 2nd, 2014, 6:57 pm
by Levitas
Looking at these, there is little point pairing them as they are. It's easier just to play them as is, but as public missions with 1 classified ITS.

That, or I look to re-work them with definite attacker and defender objectives that follow a set narrative. Then that allows for different table set ups, and essentially becomes Dire Foes Community edition.

But for now play these as open, or secret if you fancy it. Edited set up:

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.

Re: Narrative Cards ver 2

PostPosted: May 4th, 2014, 11:44 am
by Scorch
Hey Levitas, stumbled upon something during last friday's game in the You Only Live Twice narrative. 50% of the army dead, is that 50% points or 50% models? Might be a thing to clarify, just for sake of clarifying it. :P We kept it models this time, since Narrative Cards are based on YAMS.

Re: Narrative Cards ver 2

PostPosted: May 5th, 2014, 4:39 pm
by Levitas
Scorch wrote:Hey Levitas, stumbled upon something during last friday's game in the You Only Live Twice narrative. 50% of the army dead, is that 50% points or 50% models? Might be a thing to clarify, just for sake of clarifying it. :P We kept it models this time, since Narrative Cards are based on YAMS.


Thank you for play testing and feedback!

It's actually points and does say so, but perhaps not in the best way!

Secondary Objective: Take out half the enemies force (points) to further decimate their resources. 2 points when the enemy goes down to 50%.


The reason we did points was that model amount will not always be even on both sides, and could include things like TAGs or expensive HI. So taking out 50% of points seems fair.

How did the rest of the game go??

Re: Narrative Cards ver 2

PostPosted: May 5th, 2014, 10:13 pm
by Scorch
Levitas wrote:
Scorch wrote:Hey Levitas, stumbled upon something during last friday's game in the You Only Live Twice narrative. 50% of the army dead, is that 50% points or 50% models? Might be a thing to clarify, just for sake of clarifying it. :P We kept it models this time, since Narrative Cards are based on YAMS.


Thank you for play testing and feedback!

It's actually points and does say so, but perhaps not in the best way!

Secondary Objective: Take out half the enemies force (points) to further decimate their resources. 2 points when the enemy goes down to 50%.


The reason we did points was that model amount will not always be even on both sides, and could include things like TAGs or expensive HI. So taking out 50% of points seems fair.

How did the rest of the game go??


Oh my... Apparently Arachas and I both failed to read the sentence right! My bad!
The game went pretty bad for me, had a fight against one of Arachas' friend's Steel Phalanx with my NeoTerra. It didn't go so well. :( But for the rest the gameplay seemed to work nice. We had the Terramaki train set up in the middle of the board. One tractor near my deployment zone, the other one near his deployment zone. But Achilles is an OP biatch, so he got all the objectives in his first turn and my opponent took his second turn to put me in retreat :P I actually failed 5 PH rolls for my 3-point objective and lost half my linkteam to get there. :( But I did well for a beginner I think! xD

Re: Narrative Cards ver 2

PostPosted: May 6th, 2014, 4:50 pm
by Levitas
Ah, better look next time sir. Achilles is a pain in the arse for sure. :roll: I often glue him with an ADHL, just to ruin his flowing locks. :D

Do keep playtesting, and let me know if you have any ideas for other missions to add to these!

Re: Narrative Cards ver 2

PostPosted: May 6th, 2014, 8:46 pm
by Scorch
Levitas wrote:Ah, better look next time sir. Achilles is a pain in the arse for sure. :roll: I often glue him with an ADHL, just to ruin his flowing locks. :D

Do keep playtesting, and let me know if you have any ideas for other missions to add to these!


Yeah, I thought I could do something with 2 Aquilas and 2 Auxilias, but alas.. :(

And I'm still kind of working out the game.. I've got lots of good narrative ideas, but as I understand the game right now, I have the feeling most don't really work well within the system. But I'll get back to you if I understand it some more! :D

Re: Narrative Cards ver 2

PostPosted: May 7th, 2014, 8:38 pm
by Scorch
Oh, Levitas,

I was thinking! Maybe we (you, Arachas and I) could design a Narrative Cards mission around the saving of Data Sphere, where one side has to destroy the carrier of the renegade AI that will become the Data Sphere, while the other faction is trying to save it. Or whatever fits better ;)
Would be a cool way to incorporate the new website with the mission set!

Re: Narrative Cards ver 2

PostPosted: May 7th, 2014, 9:22 pm
by Levitas
Scorch wrote:Oh, Levitas,

I was thinking! Maybe we (you, Arachas and I) could design a Narrative Cards mission around the saving of Data Sphere, where one side has to destroy the carrier of the renegade AI that will become the Data Sphere, while the other faction is trying to save it. Or whatever fits better ;)
Would be a cool way to incorporate the new website with the mission set!


Go for it man, sounds cool. More missions the merrier! :D

Re: Narrative Cards ver 2

PostPosted: May 8th, 2014, 8:59 am
by Arachas
I was so busy testing my new GML list, that I honestly didn't pay too much attention to my mission *FAIL*. Shows I really don't play to win, haha...

We played our missions open and it was very obviously good we did so. Because nearing the end of the game, my opponent could do several things that I'd only be able to stop if I knew about them. I.e. if we'd played the objectives closed, that'd be easy pickings for him. Not sure which mission he was playing, though...

Generally speaking, though, it seems hard to find a decent middle ground between a set scenario (i.e. with both sides of the scenario set in stone) and the modularity of a mission system.

The best way (and this is very abstract thinking) would be to set one or two "open" objectives per mission. And then supplement that with certain hidden objectives. That way you get a clear narrative, but it also keeps you guessing as to what the opponent is trying to accomplish.

Re: Narrative Cards ver 2

PostPosted: May 8th, 2014, 4:57 pm
by Levitas
Arachas wrote:I was so busy testing my new GML list, that I honestly didn't pay too much attention to my mission *FAIL*. Shows I really don't play to win, haha...

We played our missions open and it was very obviously good we did so. Because nearing the end of the game, my opponent could do several things that I'd only be able to stop if I knew about them. I.e. if we'd played the objectives closed, that'd be easy pickings for him. Not sure which mission he was playing, though...

Generally speaking, though, it seems hard to find a decent middle ground between a set scenario (i.e. with both sides of the scenario set in stone) and the modularity of a mission system.

The best way (and this is very abstract thinking) would be to set one or two "open" objectives per mission. And then supplement that with certain hidden objectives. That way you get a clear narrative, but it also keeps you guessing as to what the opponent is trying to accomplish.


Thanks man! I agree, and that is the general feedback i'm seeing with these. Have open, and a secret objective to supplement. I love the concept of fully hidden missions, but it does give easy points and I don't want players to feel cheated.

The secret objectives would need to be similar to the ITS chart, as set hidden objectives wouldn't stay hidden for long as you'd easily guess what they were. So the question is whether to use ITS classifieds, or come up with new ones. Thoughts??

I'll look to tweak them further. Do please continue to play test and bring new idea for new missions too.

Re: Narrative Cards ver 2

PostPosted: December 11th, 2014, 9:11 am
by el_presidente
I tried the Weird Science mission (as in both players had the same mission without extra objectives) and I've got to say I really like it!

One question, the check to open doors, is that a short skill? or is it for free? We ruled it that it was a short skill, and it worked fine like that, but just wanted to check.

We also made a couple of tweaks.

- Infiltrators weren't allowed to deploy within 8' of secure buildings.

-hackers and engineers could operate consoles and open doors using normal WIP and through repeaters or servants

We both made our lists according to the scenario and the result was that most of the confrontation happened around the center and once one side manage to secure the civvie the opposition tried to go for the secondary objectives.

The fact that you couldn't deploy within 8' made it possible for the second player to try and protect the center building somewhat, we didn't want the civvie to be easily taken by a high WIP infiltrator very quickly.

I liked that it was a middle way between YAMS and ITS in that you could have "specialists" to do the mission but in a pinch anyone could try to get the objectives. Note that we did make our lists with the mission in mind, so I can't speak from a tournament perspective but it was a really cool and cinematic game.

I'll give some feedback when I try the others!

Re: Narrative Cards ver 2

PostPosted: January 1st, 2015, 8:53 pm
by Section9
Psst, you still have CombO Rifle instead of Combi Rifle!