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Modular Objectives – Seize

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

The opposing force possesses materiel we don’t want them to have. Seize the assets by force.

Seize models situations when the PCs attempt to wrest control of strategic objects or locations through sustained application of force. It may be substituted in place of Control (Lancer, p. 268) or Gauntlet (Lancer, p. 271).

Objective

The objectives are 3–4 Size 1 objects deployed in any location on the map, in any configuration (e.g., close together, far apart, or a combination). Each time a PC successfully Interacts with an objective, they score 1 point. Each objective may only be scored 1/round.

The PCs must collectively score a total number of points depending on the desired duration:

  • Short: 1 point per PC.
  • Medium: 2 points per PC.
  • Long: 3 points per PC.

Victory Conditions

  • Total Victory: Reach the point threshold.
  • Partial Victory: Retreat after scoring at least 1 point per PC.
  • Defeat: Retreat after scoring less than 1 point per PC.

Modifications

Control

The enemy force is also attempting to secure the objectives. Move the EDZ to the side of the map opposite to the ADZ. The enemy scores their own points in the same way as the PCs; each team may score each objective(s) 1/round. The sitrep now ends in Partial Victory or Defeat (depending on PC score) if the enemy force is the first to reach the point threshold.

Gauntlet

Deploy only a single Size 3 or larger objective on the map in the middle of a central EDZ. There is no limit to the number of times per round the PCs may Interact with the objective, but they still can only Interact 1/turn (as normal). Enemies now only force a contested skill check if they are adjacent to the PC taking the Interact action; simply being adjacent to the objective is no longer enough to contest it.

Wreck

Points can be scored via damage in addition to the Interact action. When a PC inflicts at least 10 damage to an objective during their turn, they score 1 point as if they Interacted with the objective (obeying the 1/round limit on scoring objectives). 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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