Monday, 18 August 2025

It is Better Not to Have Enemies - More Procedures for the War of All Against All



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:

  1. 2d6 pistols, and 4 magazines of ammunition for each.
  2. 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.
  3. 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.
  4. d3 LMGs, with 6 magazines of ammunition per gun. 
  5. 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. 
  6. 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. 
  7. d10 suppressors, 50/50 long arm and pistol, or d10 NVGs, or d10 medkits. Your choice.
  8. d4 light armour and d4 heavy armour. 



You can recruit untrained civilians if you want to. This can happen as a consequence of missions, or you can gain d4 heat to attract d3 of them, +1 for every Intelligence Gathering specialist on your team. This happens in addition to your monthly missions.

Civilians assets are loyal and motivated, and will usually have loved ones who were killed or harmed by the invasion in some way. Without combat training, they have all the drawbacks of dreamers without the pluses of reality warping, but who knows! In a game this lethal they'll probably be workable assets. Give them names, and a civilian occupation :) 



If there are other player-controlled outfits in the city, you will get a ping on their location every time they attract heat. Add these up. At any time, you can try to roll under your current pings to make contact. If you fail the roll, your pings are wasted and reset to zero. If you succeed, you learn their location, and can now send them messages, for as long as they remain in that location. They can respond to you if you have given them your own location, or other instructions to follow that will allow you to receive messages. 

The first message you send each month is free, +1 for each Tradecraft specialist on your team. Each message after that costs you +1 heat. If you are in contact with one another you can plan to run missions together (as in you have to actually plan it in your messages, this isn't automatic). If you know their location, you can assault it. 



You will sometimes have your people taken alive into enemy custody, and may subsequently be able to track them down and free them. You might also be able to run missions on enemy holding facilities, to break out high value prisoners. Anyone who has spent any time in enemy custody has a chance of having been imprinted with subconscious trigger behaviours. The DM will roll this in secret. MIBs will known all of the trigger phrases. Scattered reports indicate that the most usual outcome of subconscious triggering is immediate, unchecked fire on all visible targets, followed by suicide. There is currently no known cure or option for counterprogramming. 

There are rumours of other, stranger varieties of invader subversion on prisoners; there are even rumours that some invader holding facilities have been left intentionally under-defended. 



If you have a dreamer on your team, you may choose to attempt to bring other latent sensitives into the dream. They must do nothing else for the month, and can choose a single operative who must also sit the month out. Roll a d20: on a 20, your operative awakens their own latent power as a dreamer.



Simple D+D table for when one of your guys is taken out. Roll a d6, and add +1 for light armour or +2 for heavy:
  1. 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. 
  2. Dead. Everyone on the squad who sees it takes 1 stress. 
  3. 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.
  4. 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. 
  5. 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.
  6. Grazed. You gain one stress, no additional effect. 
  7. No effect. On a 7 and above, the hit has no effect on you at all. 


Simple Stress table for when you have a freakout. Civilians roll a d6, operatives roll a d10. +1 if you are obviously winning the engagement, +1 if no one has died yet, +1 if you have something on your person that can ground you (cigarettes, a hip flask, a photo of your husband, whatever) - this one only works once. 
  1. Full Breakdown. You slump to the ground, catatonic, weeping, or babbling incoherently. You must be dragged or carried, and will never recover. 
  2. 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. 
  3. 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.
  4. Panic. All rolls on this mission are now at -2, and you can no longer move silently. You cannot deploy again this month.
  5. Nerves. Your hands shake uncontrollably. All rolls on this mission are now at -1. 
  6. Deep Breaths. No effect. 
  7. Stay Frosty. No effect. 
  8. Stay Frosty. No effect. 
  9. Stay Frosty. No effect. 
  10. Adrenalin State. Your next roll is at +1. 


Intel Table for assets recovered in the field (you can do this as a particular mission type, which has other benefits, but many mission will have hard drives, phones (no INV), binders, laptops (1 INV) etc scattered around. For each recovered, roll at the end of the mission:
  • 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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