# Homebrew Sitreps ## CAPTURE ![](https://i.imgur.com/gPRDQ6l.png) Objective: Take down a target with vital information and bring it back to base. ### VICTORY CONDITIONS: * **PC Victory:** The **Objective** is safely extracted. * **Enemy Victory:** The **Objective** hasn't been extracted by the end of the eighth round, or the **Capture Target** makes it to its escape zone. * **No Victor:** The objective is destroyed. ### CAPTURE TARGET: The **Capture Target** is a character with the following stats: |HULL|AGI|SYS|ENG| |---|---|---|---| |1/2/3|1/2/3|1/2/3|1/2/3| |STRUCTURE|ARMOUR|HP|REACTOR|HEAT CAPACITY| |---|---|---|---|---| |1|1|15/18/21|1|8| |SPEED|SAVE|EVADE|E-DEFENSE|SENSOR| |---|---|---|---|---| |3|10|8/10/12|8/9/10|8| |ACTIVATIONS|SIZE| |---|---| |1|1/2-2| The **Capture Target** cannot make attacks of any kind or **Overcharge**, and will only attempt to move towards the **Escape Zone** as fast as possible. When the **Capture Target** would be destroyed, it instead becomes the **Objective**. ### OBJECTIVE: An object of the same **Size** as the **Capture Target**. The **Objective** has 10 HP per level of **Size**, **Evasion 10**, **E-Defense 10**, and no **Armour**. Enemy forces want the **Objective** and will not willingly damage it. When a character starts their turn adjacent to the **Objective**, it moves with them when they make their standard move. If the **Objective** is ever adjacent to two characters of opposing sides, it stops moving and can’t move until it is only adjacent characters from one side. The **Objective** doesn't move on its own. ### ENEMY FORCES: The GM should prepare about two times the enemy forces that they would normally use. No enemy forces begin on the field – they are all held as **Reinforcements**. ### DEPLOYMENT: The PCs deploy first, choosing positions for their characters in the **ADZ**; next, the GM places the **Capture Target** in the **Capture Target Zone**. ### REINFORCEMENTS: At the start of any round, the GM may deploy **2 NPCs** (or up to **4 grunts**) in two of the **IZs**. They can’t deploy in the same **IZ** twice in a row. ### EXTRACTION: While in the **EZ/ADZ**, PCs can extract as a free action at the end of their turn. Extracted PCs are removed from the battlefield. If the **Objective** is adjacent to a PC when they extract and isn’t contested by any characters from the opposing side, it is safely extracted. ## DEFENCE ![](https://i.imgur.com/xKiTALr.png) Objective: Protect the Objective from incoming Vandals. ### VICTORY CONDITIONS: * **PC Victory:** The **Objective** survives until the end of the eighth round. * **Enemy Victory:** The **Objective** is destroyed. ### ENEMY FORCES: The GM should prepare about one and a half times the enemy forces that they would normally use. About half of these forces should be deployed and the rest held as **Reinforcements**. In addition to these, prepare **4 Vandals**. One **Vandal** should be deployed. ### VANDALS: **Vandals** should be **Veteran** enemies of any class. Unlike other enemies, the **Vandals** prioritise destroying the **Objective**, only targeting PCs if they cannot attack the **Objective** or if they are able to get any PCs in the same Area of Effect of an attack that targets the **Objective**. ### OBJECTIVE: The **Objective** is a **Size 1-3** object with **15HP** per level of **Size**, **Evasion 10**, **E-Defense 10** and no **Armour**. The **Objective** is immune to movement of any kind, and enemies other than the **Vandals** will not willingly damage it. ### DEPLOYMENT: The GM deploys the **Objective** first in the center of the **ADZ**. The PCs deploy next, choosing positions for their characters within the **ADZ**; last, the GM deploys enemy forces in the **EDZ**. ### REINFORCEMENTS: At the start of any round, the GM deploys up to **2 characters** as reinforcements in the **IZ**. In addition to these, the GM deploys a **Vandal** as reinforcements in the **IZ** at the start of rounds three, five and seven. ## SURVIVAL ![](https://i.imgur.com/xKiTALr.png) Objective: Gather Life Support from fallen enemies until timer is up ### VICTORY CONDITIONS: * **PC Victory:** The PCs gather enough **Life Support** by the end of the eighth round. * **Enemy Victory:** The PCs gather insufficient **Life Support** by the end of the fourth or eighth round. ### ENEMY FORCES: The GM should prepare forces about two to three times the enemy forces they would normally use. About a third of these should be deployed and the rest held as **Reinforcements**, deployed every other round. Some weak enemies should be prioritised for deployment to give PCs time to whittle down stronger enemies without worrying about first **Life Support** check. ### DEPLOYMENT The GM deploys first, followed by PCs. ### LIFE SUPPORT: PCs gather **Life Support** by destroying enemies. Standard enemies grant 1 **Life Support** each, with modifiers based on Template. |Template|Modifier| |---|---| |Grunt|x0.25| |Veteran|+1| |Commander|+1| |Elite|+2| |Ultra|+3| **Life Support** sufficiency is checked at the end of the fourth and eighth rounds. PCs should have gather **Life Support** equal to twice the number of PCs by round four and four times the number of PCs by round eight.