Infilitration

If the player team decides to infiltrate a location by stealth, subterfuge, or some other means you can use a tracker to measure the alertness of the base and its occupants.

A tracker, also known as a progress clock, consists of X amount of spaces where something will occur once all the spaces have been filled.

Alert level

The three levels of suggested alertness are: Unaware, Suspicious, and Alert (USA).

Unaware

The occupants are completely unaware of the infiltration.

Suspicious

The occupants have noticed strange things and are more alert than usual.

Suspicious guards/occupants are more discerning. They will:

  • More thoroughly investigate noises and possible glimpses of infiltrators
  • Ask for and investigate documents & key cards
  • Not be tricked as easily and are likely to phone their superiors to ensure everything is in order
  • More frequently patrol with higher numbers of guards
  • Have any and all security systems activated

Alert

The occupants are fully aware that infiltrators are in the base. This includes:

  • Actively seeking out the infiltrators
  • Shooting first and asking questions later
  • Calling in reinforcements
  • All lock down and security systems to be activated
  • Incredibly unlikely to trick guards

Alert tracker

When the infiltration mission starts create a tracker for the unaware level and the suspicious level. I suggest having half as many spaces in the suspicious level as the unaware level.

Tracker filling

When the unaware tracker is fully marked move the alert level to suspicious. When the suspicious tracker is fully marked move the alert level to alert.

The tracker is filled in 3 ways:

  1. Action rolls: Whilst infiltrating and any character performs a non-combat action roll fill in spaces by the outcome.
    • Partial success: Mark 1 space on the tracker.
    • Failure: Mark 2 spaces on the current tracker.
  1. Combat: If full on combat breaks out add X marks to the current tracker each Phase. X is equal to the current combat round.

  2. Referee fiat: If, as the referee, you feel a player action or its consequence should mark off a space or even move straight to the alert level then by all means do. Ensure you are being fair and explain to the players why this has happened.

Note: If you have excess spaces to fill when a tracker is completely filled, lose any excess marks.

Infiltration difficulty

The difficulty of the infiltration determines the amount of spaces on the alert trackers.

The difficulty is determined by various factors including:

  • How well defended the base is
  • How suspicious the occupants are beforehand
    • Is this the first infiltration on the base or its faction?
    • Are the team robbing a bank after having robbed a bunch of other banks?
    • Do the enemies have some sort of surveillance on the team?
  • Difficulty can be decreased by sufficient preplanning
    • Have the team hacked the base’s security system?
    • Do they have an inside man?
    • Have the team orchestrated a distraction at a different location occurring at the same time?

Suggested amounts of spaces are below:

Difficulty Unaware Suspicious
Easy 8 4
Medium 6 3
Heroic 4 2
Legendary 2 1

Reducing alarm

If the players have a good idea and execution you can allow them to remove marks off the current alarm tracker or even possibly reduce the alarm level.

Examples include:

  • Force security to declare a false alarm
  • Trick guards to leave the facility & investigate somewhere else
  • Allow one or more members to be caught and trick security into thinking they have caught everyone