Stealth Mechanics
Introduction
Stealth plays a crucial role in adding depth and excitement to your game. Whether characters are sneaking through shadows, utilizing advanced cloaking technology, or employing magical invisibility, the stealth mechanic allows for strategic maneuvers and thrilling moments of surprise. This section outlines the rules for implementing stealth in gameplay, combining the use of decoy tokens and variable stealth levels to create an engaging and balanced experience.
Overview
- Concealed Units: Represented by tokens on the game board, concealed units remain hidden from opponents until detected.
- Decoy Tokens: Players use a mix of real and decoy tokens to mask the true location of their concealed units.
- Stealth Levels: Variable stealth levels determine the difficulty of detecting concealed units, influenced by equipment, abilities, and environmental factors.
- Detection: Opponents perform detection attempts to reveal concealed units, adding an element of strategy and uncertainty.
1. Concealment Mechanics
1.1 Entering Stealth
- Stealth Action: A unit can enter stealth by spending 2 Action Points (AP) and meeting the necessary conditions.
- Requirements: The unit must be out of enemy line of sight or have appropriate cover. Special abilities, spells, or equipment (e.g., invisibility cloak) can also grant stealth.
- Placing Tokens: When a unit enters stealth, the player places one actual token and up to two decoy tokens on the board.
- Token Placement: Tokens must be placed in legal positions the unit could have reached. All tokens are placed face-down to conceal their identity.
1.2 Token Identification
- Token Markings: The bottom of each token is marked to indicate its nature:
- "Actual" or a specific color (e.g., Blue) for the real unit.
- "Decoy" or a different color (e.g., Red) for decoy tokens.
- Secret Information: Only the player controlling the concealed unit knows which token is the actual unit.
1.3 Moving Concealed Units
- Simultaneous Movement: During the player's turn, all tokens (actual and decoys) are moved as if they were real units. Tokens must adhere to the unit's normal movement rules (e.g., movement speed, terrain restrictions).
- Consistency: To maintain the illusion, all tokens should perform similar types of movements.
1.4 Actions While Concealed
- Permitted Actions:
- Movement: Tokens can move normally each turn.
- Minor Interactions: Opening doors, picking up small items (may require GM discretion).
- Prohibited Actions:
- Attacking: Performing an attack immediately reveals the actual unit.
- Notable Abilities: Using abilities that would break stealth or be noticeable.
- Breaking Stealth: If the actual unit takes an action that breaks stealth, reveal the unit by flipping the token and replacing it with the miniature. Decoy tokens remain until detected or removed.
2. Stealth Levels
2.1 Understanding Stealth Levels
- Stealth Rating: Each concealed unit has a Stealth Rating that represents its level of concealment.
- Base Stealth Rating: Determined by the unit's skills, abilities, or equipment.
- Modifiers:
- Positive Modifiers: Darkness, camouflage gear, silent movement.
- Negative Modifiers: Bright light, noisy equipment, rough terrain.
2.2 Calculating Stealth Rating
- Base Stealth Rating: Equal to the unit's Stealth Skill Level (e.g., 1-5).
- Add Modifiers:
- Environmental Factors:
- +1 for darkness or heavy cover.
- -1 for bright light or open terrain.
- Equipment Bonuses: +1 for stealth gear or cloaking devices.
- Action Penalties: -1 if the unit performed a double move.
- Example: A unit with Stealth Skill 3, moving in darkness (+1), with stealth gear (+1), has a total Stealth Rating of 5.
3. Detection Mechanics
3.1 Detection Attempts
- Passive Detection: At the start of their turn, opponents can attempt to detect any concealed tokens within their Detection Range (e.g., 3 squares).
- Active Detection: A unit can spend 1 AP to perform a Scan Action, enhancing their detection capabilities. Scan Action grants a +2 bonus to the Detection Check.
- Limitations: A unit can attempt to detect each token once per turn. Detection attempts require Line of Sight (LOS) to the token.
3.2 Detection Checks
- Opposed Roll:
- Detector: Rolls a Perception Check.
- Concealed Unit: Uses their Stealth Rating.
- Success Threshold: If the Perception Check result meets or exceeds the Stealth Rating of the token, the detection is successful.
- Modifiers to Perception Check:
- Environmental Factors:
- +1 in bright light.
- -1 in darkness or obscured conditions.
- Equipment: +1 for detection gear or scanners.
3.3 Detection Outcomes
- Detected Decoy Token: Flip the token over to reveal "Decoy" or the designated color. Remove the decoy token from the board. The opponent now knows this location is clear.
- Detected Actual Token: Flip the token over to reveal "Actual" or the designated color. Replace the token with the unit's miniature. The unit is now Visible and can be targeted normally.
3.4 Automatic Detection
- Adjacent Squares: If an opponent's unit moves into a square adjacent to a concealed token, they may perform a Detection Check with a +2 bonus.
- Area Effects: If a concealed unit is within the area of an attack or ability, they are affected normally. The unit remains concealed unless the effect reveals them (
e.g., a flare).
4. Interaction and Combat
4.1 Attacking from Stealth
- Surprise Attack: A concealed unit can perform an attack from stealth. Upon attacking, the unit is immediately revealed.
- Attack Bonus: Gain a +2 bonus to the attack roll for surprising the opponent.
- Replacing the Token: Flip the token to reveal "Actual" and replace it with the miniature.
4.2 Opponent Actions
- Targeting Tokens: Opponents cannot target concealed tokens directly unless they have detected them.
- Area Attacks: Opponents may use area-of-effect abilities targeting areas where tokens are located. Concealed units within the area are affected.
- Continued Detection Attempts: Opponents can continue to attempt detection on remaining tokens each turn.
5. Additional Rules
5.1 Environmental Effects
- Terrain Advantages: Certain terrains provide bonuses to the Stealth Rating (e.g., forests, urban environments).
- Weather Conditions: Conditions like fog or rain may affect both stealth and detection efforts.
- Example: Fog: +1 to Stealth Rating, -1 to Perception Checks.
5.2 Equipment and Abilities
- Stealth Enhancing Gear: Items like cloaks, camouflage suits, or cloaking devices can increase a unit's Stealth Rating.
- Detection Gear: Scanners, sensors, or magical detection spells can grant bonuses to Perception Checks.
- Special Abilities: Abilities that affect stealth or detection should specify their impact on Stealth Ratings or Detection Checks.
5.3 Multiple Concealed Units
- Limitations: A player may have multiple concealed units on the board. Each unit follows the same rules for tokens and detection.
- Token Management: Keep track of which tokens belong to which units to avoid confusion.
6. Example of Play
6.1 Scenario
- Player A controls a Rogue entering stealth.
- Player B has units attempting to detect the Rogue.
6.2 Concealment
- Rogue Enters Stealth: Spends 2 AP to perform a Stealth Action. Places one Actual Token and two Decoy Tokens face-down on the board. The bottom of the tokens are marked:
- "Actual" for the real unit.
- "Decoy" for the decoys.
6.3 Movement
- During their turn, Player A moves all three tokens according to the Rogue's movement capabilities.
- Stealth Rating Calculation: Rogue's Stealth Skill: 3 Environmental Modifier (nighttime): +1 No equipment bonuses. Total Stealth Rating: 4.
6.4 Detection Attempts
- Player B notices a token within 3 squares of their unit.
- Detection Attempt:
- Perception Skill: 2
- No modifiers.
- Perception Check Roll: Rolls a 3 on a D6.
- Total Perception Result: 2 (Skill) + 3 (Roll) = 5.
- Comparison: Perception Result (5) vs. Stealth Rating (4) Detection is successful.
- Outcome:
- Token Flipped: Reveals "Decoy".
- Token Removed: Decoy is removed from the board.
6.5 Continued Play
- Player B can attempt to detect other tokens on subsequent turns.
- Player A continues moving remaining tokens, maintaining the Rogue's concealment.
- When the Rogue decides to attack:
- Attack Bonus: Gains +2 to the attack roll.
- Reveals: Replaces the "Actual" token with the Rogue's miniature.
- Combat Proceeds: The Rogue is now visible to all players.
7. Summary
- Stealth Actions allow units to conceal themselves using tokens.
- Decoy Tokens create uncertainty for opponents, enhancing strategic depth.
- Stealth Levels and Stealth Ratings determine the difficulty of detection.
- Detection Mechanics involve opposed checks between the detector's Perception and the concealed unit's Stealth Rating.
- Revealing Units occurs upon successful detection or when the unit breaks stealth by attacking or performing noticeable actions.
- Player Agency is preserved, and the element of surprise is maintained through careful planning and strategic use of stealth.
8. Quick Reference Tables
8.1 Stealth Rating Modifiers
Modifier | Adjustment |
Stealth | +1 to +5 |
Darkness or Heavy Cover | +1 |
Bright Light or Open Terrain | -1 |
Stealth Gear or Cloaking Device | +1 |
Double Move Action | -1 |
8.2 Perception Check Modifiers
Modifier | Adjustment |
Perception | +1 to +5 |
Bright Light | +1 |
Darkness or Obscured Conditions | -1 |
Detection Gear or Scanners | +1 |
Scan Action | +2 |
9. Tips for Players
- For Concealed Units: Utilize terrain and environmental factors to boost your Stealth Rating. Move tokens in ways that mislead your opponent, but avoid patterns that reveal the actual unit. Remember that attacking will reveal your unit; plan your surprise attack carefully.
- For Opponents: Use Detection Gear and Scan Actions to improve your chances of detecting concealed units. Pay attention to token movements for clues about the actual unit's location. Consider using area-of-effect abilities to affect multiple tokens at once.
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