If you can be seen, you can be targeted. The same is true of your enemies - if you can see them, you can target them.
Tenet, 2020. |
Some additions to this rule set:
Getting to 10 heat is almost a fail condition - not quite, because you can fight your way out of it, but it is intended to be crippling. Fighting from the back foot, against well-equipped bad guys, is in the best case attritional, and you can't afford attrition.
At any time, an outfit can spend a month going to ground and reestablishing their base of operations in a different location, instead of running a mission. This wipes d4 heat, +1 for every Tradecraft specialist on your team. You must declare that you are doing this before you roll the month's missions.
You can choose (before you roll them), to grant yourself a number of rerolls when generating your monthly missions. Each reroll you grant yourself gains you d2 heat. This represents you pushing your luck, being more visible than you should be while chasing down leads.
You can purchase weapons and equipment from black market contacts. This is done in addition to your monthly missions. Funds aren't an issue for you but supply often is. You gain d4 heat, then roll once (+1 roll for every Field Work specialist on your team), and choose once, on the following:
- 2d6 pistols, and 4 magazines of ammunition for each.
- d8 ARs and SMGs (you can choose wether you want all one, all the other, or a 50/50 split before you roll), and 4 magazines of ammunition for each gun.
- d6 DMRs and shotguns (you can choose wether you want all one, all the other, or a 50/50 split before you roll), 4 magazines of ammunition for each gun.
- d3 LMGs, with 6 magazines of ammunition per gun.
- d3 precision rifles, with 4 magazines of ammunition per gun. A precision rifle is a DMR that rolls a d12 at long range, and a d4 at short range.
- d10 grenades, frag and specialist (flash, smoke, flares, or gas, your choice, all of the same kind). You can choose wether you want all one, all the other, or a 50/50 split before you roll.
- d10 suppressors, 50/50 long arm and pistol, or d10 NVGs, or d10 medkits. Your choice.
- d4 light armour and d4 heavy armour.
- Die badly. You take ten or fifteen seconds to die, and your misery and agony are broadcast across comms. Everyone on the squad takes 1 stress, civilians take 2.
- Dead. Everyone on the squad who sees it takes 1 stress.
- Torn up. You are down and dying. You have d3 turns (+1 for light armour, +2 for heavy) until you die. If you are stabilised before then, you are unconscious and must be dragged or carried. If you don't receive medical attention after the mission, you will die. You cannot deploy for d3 months, and take a permanent -1 to all rolls on future missions.
- Badly Injured. You fall unconscious and must be dragged or carried. If you don't receive medical attention after the mission, you will die. You cannot deploy until next month.
- Injured. Clean trauma to non-vital areas. You act as usual but move at half speed and have -2 to everything. You also gain one stress. If you don't receive proper medical attention after the mission, you will die.
- Grazed. You gain one stress, no additional effect.
- No effect. On a 7 and above, the hit has no effect on you at all.
- Full Breakdown. You slump to the ground, catatonic, weeping, or babbling incoherently. You must be dragged or carried, and will never recover.
- Paranoid Psychosis. You remain in place and fire on anyone who approaches you. If this is a friendly, your shots are at -1 to hit. If your team can exfil you, you will need d3 months of recovery time before you can be deployed again.
- Collapse. You become non-responsive, and must be dragged or carried. If your team can exfil you, you will need d3 months of recovery time before you can be deployed again.
- Panic. All rolls on this mission are now at -2, and you can no longer move silently. You cannot deploy again this month.
- Nerves. Your hands shake uncontrollably. All rolls on this mission are now at -1.
- Deep Breaths. No effect.
- Stay Frosty. No effect.
- Stay Frosty. No effect.
- Stay Frosty. No effect.
- Adrenalin State. Your next roll is at +1.
- 1 - 4: Your current heat level, and the level of any other operations active in the territory.
- 5 - 8: The identities and locations of leadership individuals in hostile factions.
- 9 - 12: The location of critical resources.
- 13 - 14: Lists of invader subverted assets and their trigger words.
- 15 - 16: The location of a black site/laboratory!
- 17: Dossier information on a particular invader combat form.
- 18: The location of an invader! Go get that body for autopsy/vivisection!
- 19: Dossier information on dreaming/what dreaming is/what the anomalous zones are/how they play into the mechanism of the invasion.
- 20: Alien artefact description > uses > location (advance the track on each 20).
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