Running Missions
After the mission type has been determined and a Team assembled it falls upon the game-master or referee to prepare the scenario.
This preparation includes generating terrain, enemy fortifications, and most importantly the number and type of hostile forces encountered.
In Rhand this is done through an innovative system which gives the game-master great latitude in planning an encounter while ensuring that the challenge will not be beyond the Risk level of the mission.
This section is devoted to the referee;
it provides guidelines for creating interesting settings where the characters can find adventure and intrigue.
The type of terrain in the area of the mission is an important facet of the setting.
Unless the game-master wants a specific kind of terrain this can be randomly generated using the Terrain Generation and Travel Time rules of section 9.1.
The terrain type, locale, and type of mission are a factor in choosing the hostile forces facing the characters.
The keyword here is “choosing”, for in Rhand a game-master decides the type of opponent he wishes the Team to meet.
If the game-master wants to leave this choice to fate, he rolls a 00-99 number and finds the type of enemy encountered from the column labeled Type on the Troops and Enemies Description table 1.2.
Table 1.2 is an aid to the game-master and contains a number of life form and groups.
The number of enemies facing the Team is found on the following Encounter Odds table.
The Risk level of the mission (1-10 number across the top of the table) is cross indexed with the roll of a 00-99 percentile number to obtain the Encounter Odds.
The Encounter Odds times the Team's initial Combat Value gives the enemy's Combat Value.
The referee now builds up an enemy unit that has a Combat Value about equal to the value just calculated.
Encounter Odds
Random | Risk Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
00-09 | 1/4 | 1/4 | 1/4 | 1/2 | 1/4 | 1/2 | 1/2 | 1/4 | 1/2 | 1/2 |
10-19 | 1/2 | 1/2 | 1/2 | 1 | 1/2 | 1 | 1 | 1/2 | 1 | 1 |
20-29 | 1/2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
30-49 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
50-69 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
70-79 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
80-89 | 1 | 1 | 1 | 2 | 1 | 2 | 2 | 1 | 2 | 2 |
90-93 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
94-97 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 2 | 3 | 3 |
98-99 | 2 | 2 | 3 | 3 | 2 | 3 | 4 | 2 | 3 | 4 |
Example:
The referee rolls a 92, which cross indexed with a mission Risk of 3 gives an Encounter Odds of 2.
Derek's CV is 15 so the opponents will have a total strength of 2 x 15 = 30.
The referee decides that Derek will rescue Val, a woman held for ransom by Brigands in a city.
He assigns Brigands of 1st, 2nd, and 4th skill levels with CVs of 6,8, and 18 totalling 32 points to guard her.
Orca intelligence is able to locate the building in which she is held, so the referee briefs Derek and the mission starts.
The phase of the Mission provides general guidelines for the action of enemies.
When performing Vanguard and Primary Missions first determine the initial enemy forces as detailed above.
If after encountering the Team the enemy is able to send out a message for reinforcements there is a 10% chance per hour of enemy reserves arriving.
The strength of these reserves is found in the same manner as the initial force using a new random number on the Encounter Odds table.
Spinward Missions are run the same way during the first 12 hours after an alarm has been raised;
after this time there is a 10% chance per day of more enemy units arriving.
If the Team wishes to hide out, awaiting a Mobile Mission phase to launch an attack for instance, use the enemy's Espionage level (given on table 1.2) with the Action/Reaction table of section 3.3 to find the chance of the enemy detecting the Team.
Once spotted or when running the enemy's Trap and Spotting P value (also found on table 1.2) used on the Action/Reaction table determines if the Team escapes or is caught.
Though the Morningstar Phases provide general guidelines for running missions, some mission types force additional modifications.
These are given below.
Guard and Escort: Each day on tour there is a 10% chance of an encounter.
For any encounter there is a 1 % chance that the enemy group is a planned organized assault.
If this 1% roll is made use a Risk of 4 to find the Encounter Odds.
Holding Action: There is a 10% chance per hour that the Team no longer has to hold the position and may withdraw versus a 30% chance each hour of encountering the first enemy group.
After meeting this group there is a 5% chance per hour of another enemy unit attempting to pass (up to a maximum of three units).
Once the position is abandoned there is a 50% chance the encountered enemy will pursue the retreating Team.
Defense: Each day there is a 10% chance of attack.
Because this initial attack is by massed enemy forces their strength is tripled (3 x the Encounter Odds).
There is a 10% chance in each of the following six days that another reinforcing enemy unit arrives.
The Encounter Odds for this reinforcing unit are taken directly from the Encounter Odds table.
Special Action Squads: Here the game-master should set up a scenario using Non-Player Characters in some conflict, then “insert” the Team into the ongoing action.
In other words, the Team is often teleported into almost immediate combat, with no time given to the players for assessing the situation.
Sports commentator at the XXIIIrd Rhandom Games
Running Missions [R-FRP4-8.1.1.3]