Section 8: NPC Unit Tiers and Squad Generation
8.1 Introduction
In
Infinite Frontiers, encounters with Non-Player Character (NPC) units play a significant role in creating dynamic and challenging scenarios, especially in wargame mode and when facing adversaries in adventure or roleplaying modes. To streamline the creation and management of NPCs, this section introduces a tier system that categorizes units based on their power levels and roles on the battlefield.
The tier system ranges from
Tier 1 minions, who serve as cannon fodder, to
Tier 5 units, representing incredibly powerful adversaries. This structure allows Game Masters and players to design balanced encounters, generate diverse unit compositions, and enhance the tactical depth of the game.
8.2 Overview of the Tier System
The tier system categorizes NPC units into five distinct levels:
- Tier 1 (Minions): Basic infantry units that serve as cannon fodder. They are numerous but individually weak.
- Tier 2: Squad leaders for minions or squad members of higher-tier units. They are tougher than Tier 1 units but not as strong as player characters.
- Tier 3: Equivalent in power to standard player characters. They represent competent adversaries or elite units.
- Tier 4: More powerful units that pose a significant challenge. They may have advanced abilities or equipment.
- Tier 5: Incredibly powerful units, such as commanders, powerful bosses, or legendary figures.
8.3 Tier 1 Units: Minions
8.3.1 Role and Characteristics
Tier 1 units, known as
Minions, are the lowest tier of NPCs. They are designed to create a target-rich environment without overwhelming the players. Minions:
- Serve as cannon fodder, providing action and excitement.
- Make players feel powerful by being relatively easy to defeat.
- Encourage tactical thinking when faced in large numbers.
8.3.2 Attributes and Talents
Attributes:
- Mind: 1
- Body: 2
- Spirit: 1
Total Health: Minions do not track health normally. They are defeated upon taking any successful hit.
Talents:
- Combat (Ranged) or Combat (Melee): 2
- Perception: 1
- No other talents
8.3.3 Squad Composition
Minions operate in squads of 5 to 6 units.
Each squad is led by a Tier 2 squad leader.
The squad acts cohesively, often targeting the same enemy.
8.3.4 Special Rules for Minions
- Defeated on First Hit: Minions are defeated when they sustain any successful hit, regardless of damage.
- Squad Leader Protection: The Tier 2 squad leader cannot be targeted or defeated until all other minions in the squad have been defeated.
- Cohesive Movement: Minions move and act as a group under the direction of their squad leader.
- Leadership Dependency: If a minion squad loses its leader, the remaining minions must immediately move at their fastest speed to join the nearest Tier 2 unit. They cannot take any other actions until they have joined a new squad leader.
8.3.5 Behavior and Tactics
- Aggressive Engagement: Minions will aggressively engage the nearest enemy units.
- Limited Morale: Minions do not make morale checks; their confidence is tied to their squad leader.
- No Special Abilities: Minions rely on basic attacks and do not possess special skills or equipment.
8.4 Tier 2 Units
8.4.1 Role and Characteristics
Tier 2 units serve as:
- Squad Leaders for Tier 1 minions.
- Squad Members within squads led by Tier 3 units.
- Independent units in small-scale engagements.
They are tougher than minions but not as strong as player characters.
8.4.2 Attributes and Talents
Attributes:
Total Attribute Points: 5 points to distribute.
Suggested Distribution:
- Mind: 1 or 2
- Body: 2 or 3
- Spirit: 1 or 2
Total Health: Equal to the sum of their attributes (typically 5).
Talents:
- Combat (Ranged) or Combat (Melee): 3
- Leadership: 1 (for squad leaders)
- Perception: 2
- No more than two talents at level 3
8.4.3 Equipment
- Weapons: Standard issue weapons (e.g., rifles, pistols).
- Armor: Light or Medium Armor (AR 1 or 2).
- Gear: Basic equipment relevant to their role.
8.4.4 Special Rules for Tier 2 Units
- Squad Leadership: Tier 2 units can lead minion squads, providing coordination and minor bonuses to their squad.
- Independent Action: Can act alone if necessary and do not need to join other units upon losing their squad.
- Morale Checks: Make morale checks when appropriate, following standard rules.
8.4.5 Behavior and Tactics
- Tactical Coordination: Direct minions effectively, focusing on objectives.
- Target Priority: May focus on weaker player characters or support units.
- Use of Cover: More likely to utilize cover and tactical positions.
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