Infiltration, Raid, & Siege Conflict Rules
I. INFILTRATION
‒ SOLO OR SMALL GROUP MISSIONS
Infiltration is typically a solo mission or up to three characters that attempt to sneak into another clan’s base. This interaction is typically not planned ahead but an infiltration ticket MUST be submitted BEFORE trespassing. You do NOT need to wait for staff to approve the infiltration to proceed. You must screenshot all of the following types of interactions and include them in your ticket for record:
For those wishing to conduct stealth operations into guarded hub cities, an Infiltration Ticket must be opened and a DM will guide the player through the interaction.
SMALL GROUP COMBAT IN PLAYER BASES
If a group of 2 or 3 enters a clan's base with premeditated intent for combat, an infiltration ticket must be created following all infiltration rules. The players do not need to wait for staff permission in their ticket to enter, just like normal infiltrations. Spontaneous combat that is not premeditated does not require a ticket if the total number of participating individuals does not exceed the ratio of raid requirements, which is 4 or more on the side of players who are not the owners of the base. If the ratio meets or exceeds the raid requirements, the scene must be paused and a raid ticket opened.II. RAIDS
‒ CLAN VERSUS CLAN
Raids consist of a large group of 4 players or more (up to a 8 vs 8), that arrive at another clan’s base with the intent to break in/fight. These are typically NOT stealth based operations, but a breach into the other clan’s base for reasons aligned with the clan’s ongoing story. This form of conflict requires a raid ticket to be submitted BEFORE trespassing. If a base does not have walls or clear point of entry, moving into the boundaries of the outermost structures qualifies as being within the base. If the intent of a group entering the base is to create conflict, a raid ticket must be opened. Malicious races must take into consideration when entering a base, in the cases of some races, their presence in large numbers is likely to incite conflict / PVP. It is highly encouraged that if tensions are rising in a scene that would result in raid-scale conflict / PVP, that the aggressing party opens a raid ticket pre-emptively. This will get staff eyes on the situation and prepare a member of the team for mediation. Consequences for the defeated side will be determined BEFORE the battle, within the raid ticket. Both parties can use this ticket to come to an agreement on not only the event day and time but also in regards to consequences. Consequences that are to be inflicted on players will only be allowed one consequence per player involved. The clan as a whole can receive one consequence which is usually the narrative reason for the raid taking place. Examples of Consequences include but not limited to:
- Capturing/rescuing characters
- Stealing resources and/or equipment up to a tier value of 6 (See Equipment/Resource Thieving on the Tracking & Theft page.)
- Destruction of property within reason (see below)
IMPORTANT NOTE: If your group goes to a base to negotiate but it turns into combat, the party MUST stop and open up a raid ticket. They must get approval from staff to continue with the raid or pause the raid for another time to be planned out.
III. Sieges
‒ FACTION VERSUS FACTION
Sieges consist of one faction that is sieging another faction, typically up to a 10 vs 10 fight. When the aggressors are planning a siege, they MUST open up a Siege ticket BEFORE any full plans are created. A member of the DM team will be assisting this conflict and each party, aggressor and defender, will be aware of the time and place the siege will take place. Consequences for the defeated side will be determined BEFORE the battle, within the siege ticket. Both parties can use this ticket to come to an agreement on not only the event day and time but also in regards to consequences. Consequences that are to be inflicted on players will only be allowed one consequence per player involved. The faction as a whole can receive one consequence which is usually the narrative reason for the siege taking place. Examples of Consequences include but not limited to:
- Capturing/rescuing characters
- Stealing resources and/or equipment up to a tier value of 6 (See Equipment/Resource Thieving on the Tracking & Theft page.)
- Destruction of property within reason (see below)