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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: 1–2 objects per PC.
  • Medium: 2–3 objects per PC.
  • Long: 3–4 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

When a PC Interacts with an objective, they pick up and carry the objective with them. The objective is only scored after they deposit it 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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