Forms a rough companion to this, obviously.
You are a DEGRADER - a sophisticated, tech-assisted, forward attack operative, trained and equipped to function with limited-to-none external support. It is zero hour: a new zone of interest has just been opened up to interested parties, and you and an unknown number of adversaries have been deployed with an indentical mission: lock it down using lethal force, and prepare the way for acquisition and exploitation.
DEGRADER is a turn-based pbp wargame focused on misdirection, optical play and counterplay, resource management, and prediction/compensation. All players begin the game invisible, and unaware of the position and number of their enemies. They also begin with a Superlative Rifle, which can be used to immediately kill anything at any point on the map, from any other point, through all intervening material. If your enemies can see you, they can kill you. Best then not to be seen.
The zone of interest is a vast industrial interior. It is still in operation and mostly pitch black, although some sections (those which once would have been staffed by humans) are brightly lit. A Degrader can navigate just fine in the dark, but will need to supplement their killing potential with sensors of various kinds, which can be set up and complexly linked inside the space. Sensors return data, data can be used to track movement, heat, sound, and other identifying traces. If a position can be locked, the Superlative Rifle will unerringly find whatever hides there.
You begin play with your Degrader rig, a Superlative Rifle, a 9mm beretta with 15 rounds, a combat knife, and a scale map of the zone of interest. You have 10 inventory slots, which can be filled with whatever you like from the stores list. As a Degrader, you do not need to eat, drink, or sleep, at least not for another month or so. Once you are happy with your loadout, you should give your Degrader a callsign, and maybe imagine what they look like under the rig.
You can then choose your drop position on your map, and will be immediately infiltrated to that point using specialised interdiction technology. All of your opponents do the same, and then you and every other player will get a series of extremely rough and approximate positions for all drops into the territory. Count them, and mark them.
You are now in country, and play can begin.
The golden rules of DEGRADER:
- if you end your turn inside enemy sensor range, you can be killed that turn.
- If you end your turn outside of them, you probably can't be.
- If you move through enemy sensor range, or return pings of any kind, you are feeding information to them about your movements, whether or not they end up with a lock on your location.
- You probably won't know when you are inside enemy sensors, unless you can see the sensor itself.
Movement and Actions
Each turn consists of a move, and and action. All turns take place simultaneously, with the exception that a Superlative Rifle can be fired before any other turns are resolved. All Rifles resolve their effects simultaneously.
Moves can be sneaking, normal, or sprinting, which are noiseless but slow, noisy but fast, and very noisy and very fast respectively. You choose a movement posture per turn, and are assumed to be in that posture the whole turn.
Actions are usually things like setting at removing sensors, laying cable, plugging in equipment, etc. Some actions will be free (switching something on if it is already installed, plugging a cable into an instrument or power source), and some will not (installing things, changing the settings on an instrument, piloting things).
Navigating the zone of interest is mostly fairly intuitive (you can climb ladders, you can drop down from gantries, etc.), but you may want to try things that are risky. This is not really a game about tactical infinity, but your Degrader can attempt trpg stuff if you wish it - if you take a risky action (moving through moving machinery) roll a d6: on a 1, you fail and suffer the consequences (you die). For very risky actions this is a 1-2 or a 1-3, as determined by the DM. They will always inform you of your odds and the consequences of failure before you roll. You can pack traversal gear of various kinds that eats up inventory, but which will make certain things less risky.
Nearly all instruments take an action to set up (you can set their settings for free during this action). As described above, it also takes an action to fire your Superlative Rifle, and it is recommended that you move in the aftermath, because the firing the Rifle is both loud and extremely visible to other enemies.
If you stumble onto an enemy in the dark, both players must choose simultaneously wether they are going for their pistol or their knife, then roll a d6. If only one person chose pistol, then that person rolls at +2. If at least one person chose pistol, the altercation is as loud as a gunshot and will ping for everyone. Whoever rolls highest kills their opponent, and on a tie both are killed.
If you are aware that someone is coming and have specifically prepared an ambush at least one turn in advance you instead roll with a +4 (a +6 if you use a pistol and your opponent does not).
Whenever anyone uses their pistol, it uses d6 rounds. If you need to use it and don't have enough rounds left to make up the result on the d6, you resolve the combat at -2. If you want to take extra magazines you may do so - each takes up 1/3 of an INV slot.
Power
Everything that requires power to function needs to be wired into power sources in the zone of interest - these are at fixed locations, and marked on everyones maps - or supplied with batteries you can bring with you. Small batteries take 1/3 of a slot and last 10 turns, large batteries take 1 slot and last forever. Some instruments are marked as 'low power' - these will run forever even on small batteries.
The Rig
Your rig has its own integrated power supply which lasts forever, and which runs at enough surplus to count as one large battery on your person at all times. This means that you can power something - probably a sensor, but maybe something else - in your inventory, and it will move as you do.
Sensors
Sensors are instruments that track a given stimulus, and then record and transmit that they have done so. The types of sensors are noise, movement, heartbeat, heat, electrical, with the special category of visual (really a live feed camera). Most sensors come in two models: short range, which take up 1/3 of a slot in your INV, and long range, which take up 1 slot.
Note that ranges are not equivalent. A noise or heat sensor will by default have a much larger range than a heartbeat or electrical sensor, for example.
Sensors can additionally be set to radial, with a short range, or directed, with a longer range. Directed usually mean a 90 degree cone, and about double the range (which would give you about 2/3rds coverage relative to a short ranged radial sensor). This is true of all sensor types.
Some sensors might expand their effective range 'bubble' over time, as they better attenuate to their surroundings and start to filter out noise signals.
All events can be tracked by sensors, but there is no sensor that can track everything. A noise sensor will record something moving, but a heartbeat sensor will return nothing unless that thing has a heartbeat. It is your job to set up a network of sensors that will return enough data that you have useable target locks for your Superlative Rifle, and to avoid being detected and targeted in return.
All sensors are equipped with a radio link to your Degrader rig. This signal means that you will get its pings from anywhere, but it also means that someone discovering a sensor will discover the frequency of your rig, and use it to track you. If you wish to avoid this, you can have your sensors transmit on other frequencies, and be picked up by consoles (which might be in safer locations, and relay from there back to your rig on your main frequency), or by wire that you can lay down, which cannot be detected except visually, or jammed without literally cutting the wire. All sensor radio output frequency, as well as your rig's receiving frequency, can be changed by you at any time, including remotely using a console.
Lights
Need power, and come in different sizes and intensities. In darkness, a visual sensor will need light to function. You also cannot see very well without light - your rig includes lenses that let you safely navigate your surroundings out to about 10ft, but you can't pick out figures or details in the distance. Light is binary, it's there or it isn't. If it's there everyone can make use of it. If you can see someone in LOS you can fire on them.
Consoles
Catch all term for an instrument that can receive and display pings if set up do do so. They can relay pings via radio or wire (including to your rig, if you like), or simply display on a screen. They can also remotely control the setting on other devices they are connected to. They require power to function, and can be used to spoof radio jamming or tracking if you are worried about this.
Dummies, Drones
Dummies are devices that emit light, heat, noise, radio frequencies, spoof heartbeats, etc. They can be mobile or stationary, with stationary models typically taking 1/3 of an INV slot, and mobile models taking 1 INV. A mobile dummy can be remote controlled by radio (which will mean anyone with the frequency can give it orders), or by wire (range limited by length of wire).
A drone is a mobile dummy that can attach a sensor or other kit. They are 2 INV slots (one of which is the drone's INV for carrying other gear). Attached sensors offboard data by wire or radio as normal, and if the drone is piloted by wire both these signals can travel along one wire. Drones can also mount lights and explosives, flares, smoke grenades, anything you can think of.
Typically require power to function (some crude dummies may not).
Trip Wires, Lasers
Crude 'sensors' that record a simple ping when crossed. Trip wires are triggered by anything physically dragging across them and do not require power, lasers are powered, and are triggered by anything that breaks the beam.
Explosives
Detonator can be set to trip when taking input from sensors, or manually by wire or by radio. Can be attached to drones or dummies, or simply to walls or ceilings. Effective kill range depends on how much explosive material is in the package (generally either 1/3 or 1 INV worth). Can also be thrown.
Jammers
Can be set to jam everything (no signal will be able to pass through the jamming zone) or just specific frequencies. Can also be set to ping the sending location of whatever is trying to send through the jammed zone.
Boosters
Can be set to 'throw' a linked sensor's point of output to another point within its (the booster's) range.
Smoke
Throwable. 1/3 of a slot. Will obscure line of sight in a very large radius for 3 - 5 turns.
Flares
Throwable. 1/3 to a slot. Will put out large amounts of light + heat for 3 - 5 turns. Also come in glowstick varieties: way less light and no heat, but 10 to a slot.
Next post: a complete stores list, with all the different models and kit. Maybe a big zone map?!
Bonus alternate DEGRADER models:
- Has no Superlative Rifle, instead carries a Superlative Knife (it looks a bit like a box cutter), which instagibs anyone in a close contact altercation. Can sprint silently.
- Has no Superlative Rifle but carries 30 INV of equipment - drones and bombs and smoke oh my! Cannot move at a sprint.
- Isn't a Degrader at all: 10 human cops with ARs and flashlights, and no additional INV. You move all of them every turn. An AR can fire on anything you can see and kills on a 4+ on a d6. ARs have 30 rounds in the magazine, and fire d6 rounds per shot.
| Like this. |