Subsidiary Missions

Introduction to Subsidiary Missions

Subsidiary Missions are turn missions that are not combat oriented and more designed around skills, decision-making and inventiveness. They are designed to be completed in between five minutes to an hour.

There are three categories of Subsidiary Missions: Events, Occupations and Field Missions.

Events

Events are quick multiple-choice options that may occur during a turn. They do not by default require anyone to expend their turn in order to handle.

When an event occurs, you will be given a scenario and a short list of multiple options on how to deal with it, with each option having its own outcome, which is known in advance. Option 1 for example might give you extra CP this turn, but Option 2 might give you a temporary combat boost to a mission.

Either way, Events should not take longer than 10 minutes to resolve.

Occupations

Occupations are simple, easy missions that require the in-depth involvement of one or more participants. Anyone who is selected to perform an Occupation may not be used in any other action that turn- not to pilot, lead in battles, attend to Field Missions, anything.

When an Occupation pops up, one or more people are selected to fulfill it. Often the Occupation will have certain prerequisites- a character might be required to possess the Charm skill, for example. The person will then often be required to make a single skill check. On a success, they gain the listed reward for the Occupation.

Some Occupations can be multiple turns long. Characters attached to an Occupation must remain with it for its full duration.

Field Missions

Field Missions are the most complex and involved of the three types of Subsidiary Mission.

Intro

Field Missions all begin with a scenario and a goal- for example, sneaking into a military base and hijacking a special military unit. You will then assign a number of characters to the Field Mission, although many will have character caps. These characters should be selected based on their skills, and many Field Missions will give a suggestion on some skills to take. Generally, though, this should be left to the players' imagination- they should surmise who should be assigned to the Field Mission based on assumptions drawn from its description. Characters chosen for a Field Mission are not restricted from performing any other action per campaign turn except another Field Mission- so you may pilot and still do a Field Mission, but you may not do two Field Missions in one turn.

The active characters deployed on a Field Mission are referred to as the Action Team. Before the Field Mission begins, you should decide on what gear to take. It should be a simple list, and it's best to keep it communal- don't ascribe certain equipment to certain people, for example, although a piece of equipment may only be used once per round.

Example: The Field Mission goal is to steal a prototype E-Destroyer from a military base in Germany. The Action Team consists of Mr. Blue, James Riel and Raphael Guillory. They take with them a combi-tool, an AT Scanner, a kilogram of fusion charges, three barzilite coats, 1 maspistol, 2 bolt pistols, 1 Blueblade and one of James's most offensive erotic doujins.

Field Mission Rounds

Field Missions are broken into rounds, and every round, every character may make a single action. During a Field Mission, the Action Team will encounter a gauntlet of obstacles, encountered in stages. Once all the obstacles in the current stage have been overcome, they may progress onto the next one, and so forth until the Field Mission's goal has been satisfied. Their performance in one stage- measured in degrees of success, time, and inventive thinking- may have effects on other stages, making them harder or easier. During stages, players are encouraged to come up with situational modifiers that they may use to tip the scales in their favour. Some of these modifiers may result in risk-reward situations: taking a penalty to a current test to make further tests easier. Once any character passes the stage, the entire Action Team is considered to have passed it.

Example: The first stage is to get into the base itself. After considering their options, the players decide to wait until cover of nightfall, which will give them a bonus to stealth tests. In the first round, James uses the AT Scanner to detect nearby guards. Raphael tests BS to throw a rock to distract a nearby guard, then Blue uses a Stealth test (opposed by the guard's awareness, which has been penalized due to Raphael's rock) to sneak up on the guard, knock them out, and steal any security passes and comm gear. The second round begins. James uses the AT Scanner again to observe guard patrols, and notices a gap in the patrol, giving the team a bonus to stealth tests. Raphael throws James's doujin in the path of an errant guard, distracting and disgusting him enough to increase their stealth bonus. Finally, Blue uses stealth to sneak up to an entry way and access it with the security card. Because Blue has satisfied the stage's requirements, the entire team are considered to have passed, and they now move to stage 2.

Field Mission Loyalty

Field Mission Action Teams often contain Followers, and this is where their Loyalty comes in. A character will typically be under the players' control, and will do as they request, within reason. However, there are certain situations where the will of the players will clash with the Follower's own nature. For example, asking a skilled hacker to hack a computer is easy work, and they'll do it naturally. But asking a graceless character to navigate a tricky minefield, or asking a character who can't swim to leap into a lake to save someone is going to require a Loyalty test. Generally, any action that is very out of the ordinary for them and has a very low chance of success, or requires them facing a level of danger much higher than they're used to, will require a Loyalty test. A hardened soldier may be willing to confront an enemy patrol, but your hacker might falter, and only the desire to do right by their leader will overcome that. A character who fails their loyalty test will instead default to more natural behaviour this round or else do nothing. If they fail by 3 degrees of failure or more, then the players lose complete control over them for the rest of the mission.

Example: Stage Two requires the characters to navigate through the base undetected. To do this, they need to overcome security patrols in a well-lit facility with little cover. On the first round, Riel uses the AT Scanner to detect nearby patrols, whilst Raphael uses Awareness to scout out any security sensors, which lets him realise that stealth tests in this area will be at a -30 penalty. Blue uses Stealth to explore the area a little safely, and finds a side path leading to an isolated guard. On the second round, the players decide that Riel will sneak up on the guard and try to steal his weapon. However, this is too risky for Riel, who is not a trained combatant and is poor in a fight, not to mention sneaking up on the guard would be very difficult. He takes a loyalty test and rolls an 80- a failure! He spends this turn bitching at Raphael and Blue for their suggestion, leaving Raphael to distract the guard with another rock whilst Blue sneaks up behind him and takes him out.

Field Mission Combat

Field Missions should typically not involve combat, but sometimes they do. Combat in this mode is highly abstracted, designed to be a quick formality and not a full set-piece fight.

In Field Mission Combat, the first thing to decide is what you're facing. For this, you're given a description of your enemy as well as their AP and weapon, and a 'threat rating': a number between 1 and 10. Next, you find out whether the battle is at 'near' or 'far' ranges. At near ranges, melee attacks may be used, and at far ranges, only ranged weapons may be used. A character may swap between near or far by using a full combat action, although in certain circumstances this may be impossible. Whether a battle begins in 'near' or 'far' depends on the circumstances- if the Action Team is sneaking up on an enemy patrol, then the battle may begin as 'Near', with the Action Team getting a surprise round to boot. If the battle is being bought in an open plain, however, the battle will probably start as 'far'. The enemy might, in some cases, swap from 'near' to 'far' or vice versa as appropriate.

Once in combat, you assign every participant weapons and a single piece of armour.

Example: After passing through the exterior sections of the base, the Action Team comes to Stage 3: accessing the hangar. From the outset things go wrong. Riel uses Security to try to hack the door to the Hangar and fails; it locks down, and alarms are declared. On route to a new entrance, they encounter a security patrol. The players are told that this is a Far battle, and their enemy are wielding railguns and combat armour and possess a Threat Rating of 4. The players assign a Barzilite coat to each character. They then give the maspistol to James, the bolt pistols to Blue and Raphael, and the Blueblade to Blue.

Combat takes up Rounds as per normal, which can have adverse effects on later Stages.

The rules for Combat as is follows. First, initiative is rolled for, with the Action Team using their fastest character to represent the initiative of the entire Team.

Every Round, the enemy attacks either all characters that are Near or all characters that are Far. If attacking Near, they may use melee weapons. Then, they make a single attack roll (WS or BS as appropriate), receiving a bonus to the test equal to their Threat Rating*5 in conjunction with any other bonuses they may take from weapons, such as Full Auto. On a success, they hit one character from that zone, and for every degree of success, hit another character from that zone. If every character has been hit, but degrees of success remain, then increase the damage of their attacks by +1 per 2 excess DoS.

Once hits have been resolved, the characters then take damage. The enemy rolls damage once and applies that to every character's Body location, increasing the damage by +1 per 2 points of Threat Rating. The characters may then each make one reaction as below:

Dodge: Test dodge. On a success, reduce damage taken by your AB, -1 per 2 DoS.
Parry: Test Parry. On a success, reduce damage from melee attacks taken by your WSB, -1 per 2 DoS.

Damage is resolved as normal.

Example: The Enemy wins initiative and makes an attack. They have a Threat Rating of 4 (+20) and Full Auto weapons (+20) so get a +40 bonus to attacks. They35, so roll vs 75. They roll a 30, scoring 4 DoS. They hit everyone in the Action Team once (1 due to a success, +2 due to extra DoS), and increase the damage dealt by +1 (Due to the leftover 2 DoS). They roll damage once (1d10+3 P1) and roll a 3. They add their weapon damage to this (6), their DoS damage bonus to this (7) and +2 from their Threat Rating (9). Everyone in the Action Team takes 9 damage to the body, Pen 1. As they're wearing Barzilite coats, they have an AP of 4. Raphael and Blue are unharmed, but James takes 2 damage. He tests dodge, testing vs 20, and rolls a 10! He reduces the damage by 4 due to his AB- making it zero.

The Action Team may, on their turn, take normal combat options as appropriate. They may also dive for cover as a half action, increasing their AP by +4, and may shift from Near to Far or from Far to Near as a full action. They may also suggest some other ingenious ploy as appropriate.

Combat works as follows: every member of the Action Team makes their attack, adding bonuses as normal. If a character hits, they roll damage; any extra hits (due to lightning, full auto etc) are converted into extra damage at a rate of 1 per hit. Then, if the attack penetrates the enemy's defenses, they lose 1 Threat Rating. If the amount of damage is higher than both the enemy's TB and Threat Rating combined, they lose an extra point of Threat Rating. They lose another should damage be twice as high as their TB+Threat Rating, then another at thrice, so on and so forth.

Example: The Action Team is up. They all dive for cover! Then, they begin firing. Blue fires his bolt pistol, rolling vs 55, and rolls a 30. He then rolls damage (1d10+5) and rolls a 2 and a 3, scoring a total of 8 damage after discarding the 2. The enemy have an AP of 5 and TB 3, but Blue's pistol has Pen 4, so deals a total of 4 damage. The enemy lose 1 Threat Rating and are now 3. James fires his maspistol and misses. Finally, Raphael semi autos his bolt pistol (v80), spending a fate to use Divine Bullet and roll a 1, scoring 2 extra hits. He rolls damage (1d10+8) and rolls an 18, adding to his 2 extra hits to create a total of 20 damage. The enemy reduce this by 4, leaving 16. This reduces their Threat Rating by 1, but because the amount of damage is higher than their TB+Threat Rating (6), it reduces Threat Rating by another 1. But because the damage is higher than their TB+Threat Rating multiplied by 2 (12) they take a third point from Raphael- meaning he guns them all down in an impressive display of gore.

Mission Failure and Sacrifice

There may be times where a Field Mission has encountered a huge risk or an impassible challenge, due to damage or other modifiers. Your party may have been waylaid by a Threat 10 mega-menace, or you're unable to bypass a locked down fortress. In situations like this, you may of course choose to abort the mission. Every character spends 1 Fate in order to be withdrawn safely- if the character does not have fate to spend, then they are instead unable to fill any roles on the following Campaign Turn.

Instead, however, you may choose to Sacrifice a character in order to bypass the insurmountable block. In this case, you choose one character. This character expends all of their fates, and they must have at least one left. The challenge is then automatically bypassed in some way and the Action Team moves onto the next stage… However, the sacrificed character is removed from the Field Mission immediately, and may not be used for any role on the following Campaign Turn. Even then, they do not regain their Fates until after the turn after this one (so if you are sacrificed on Campaign Turn 2, you do not regain fates until Turn 4). Depending on the nature of the challenge, they may suffer some other penalty- such as permanently losing points from a characteristic, gaining a negative talent or being unable to be used for a two or more Turns. If a character is sacrificed to overcome an enemy, they gain Critical Damage to the body (type depends on the enemy's weapon) that may not be reduced by First Aid equal to the Threat Rating of the enemy they negated.

Example: After defeating the security forces, the Action Team quickly moves on to the side door. But there, they find a squad of Mark 3 Iron Guard (Threat Rating 7)! Knowing that they have no hope of outlasting a squad of Iron Guard in a firefight, the players quickly realise the only option they have is to sacrifice a character. They need Raphael to hijack the E-Destroyer and they need James to break through its security. Blue is chosen. Telling the others to hurry whilst he holds them off, Blue is sacrificed- he spends all of his fates and gains 7 Explosive Critical Damage to the body, but Raphael and James pass onto the next stage- hijacking the E-Destroyer.

Mission Success and Rewards

The final stage of any mission is achieving the goal itself. This plays out like any other mission, and once it is achieved the Field Mission immediately ends. The reward is granted to the players. Depending on how well they performed, they may gain extra rewards as well.

Example: The final stage for Raphael and James is to hijack the E-Destroyer. James uses his Tech Use skill to power it up, whilst Raphael uses his Operate (Superheavy) skill to pilot it. With that, the Field Mission ends successfully. The Federation now gains a new, powerful E-Destroyer prototype, which may be given to a pilot and deployed in following combat missions.
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