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Modular Objectives – Blitz

(Part of my Modular Objectives series. Prototype Pattern Groups includes the latest version of these rules.)

Sending you the target coordinates; hit them fast and hard, and we’ll be home in time for dinner.

Blitz models situations when the PCs attempt to quickly secure or destroy multiple targets. It is a flexible, low-complexity sitrep that doubles as an introduction to the Interact action.

(Blitz is a modified form of a “Push the Button” sitrep introduced to me by Orange Orange on the Pilot NET Discord.)

Objective

The objectives are Size 1 objects deployed in any location on the map, in any configuration (e.g., close together, far apart, or a combination). A PC may score an objective with a successful Interact action. Each objective may only be scored once.

The number of objectives varies depending on the desired duration:

  • Short: 1 objects per PC.
  • Medium: 2 objects per PC.
  • Long: 3 objects per PC.

Victory Conditions

  • Total Victory: Score all objectives.
  • Partial Victory: Retreat after scoring at least 1 objective per PC.
  • Defeat: Retreat after scoring less than 1 objective per PC.

Modifications

Fetch

Halve the number of objectives deployed and the score required for a Partial Victory. When a PC Interacts with an objective, they pick up and carry the objective with them. The objective is lightweight enough to not hinder the carrier, and a given character can carry any number of objectives. A character may give or take any number of objectives to or from an adjacent willing character with an Interact action.

The objectives are only scored after their carrier deposits them in the ADZ as a free action.

Ruin

Each objective may be scored via damage. A PC scores an objective if they deal at least 10 damage to it in a single turn. The GM is encouraged to space the objectives far apart from each other so they are less likely to be damaged by a single area of effect.

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