(D8 LN) Operation Defiant Nexu: Support Team

Event Type: Operation Defiant Nexu
Power Cost: 0
Participants: Unlimited (But note you cannot be in this one and another Operation Defiant Nexu event)
Timeslots: Late Night
Description: Operation Defiant Nexu has begun! While a few squads are sent in for high profile missions inside the base, the need for support roles is nonetheless high. In the beginning, a few officers were not too cautious about their positioning, and paid the price with their lives. Orders have, by now, been sent to exercise caution.
Rules: This event represents the support roles. Therefore, it is not true combat, but the existence of Clan Varad snipers does run the gambit of injury. Unless otherwise stated, below are the general rules for Advantage/Threat and Triumph/Despair:
The first 2 Advantage/Threat you roll are turned into a Bonus/Setback Die for your next check. For any left unspent, you may have them affect strain or give another person a Bonus/Setback die. An individual may only benefit from up to three Bonus dice from the event (meaning that you are not penalized for having bonuses from Talents.) Any Triumph allows for a failed check to succeed OR upgrade a participant's pool for a roll.
Target Selection: At the start of the event, make a Stealth (Agility) Check at Hard Difficulty with Two Dice Upgraded. Gain Two Boost due to the chaos of the operation. On a success, you are completely ignored for the rest of the event. On a failure, you are marked as a potential threat but not fired upon yet. A Despair on a failure will mean they take the first shot. Assuming you remain standing, proceed as normal.
The baseline dice pool made for the shot is 3 Proficiency Dice, 1 Ability Die, 3 Difficulty Dice, and 3 Boost Dice. Combat talents/armor can be used to mitigate damage or make the shot more difficult, e.g. Dodge and Deflect. The shot's baseline damage is 13 Damage with Pierce 2 and Crit 3. All Advantage/Triumph will prioritize Crit then deal Strain afterwards. Crits will receive a +20 Bonus. Threat will give you a Boost at a 2 to 1 ratio to your next roll and Despair will upgrade your ability die.
Aiding the Assault: You have up to five choices from the list below.. You may choose any of the ones from below as many as you time.
Rewards/Outcome: In addition to the rewards listed below, if 16 Support Points are reached, then the sniper for her fight will be given Slow-Firing 1.
Every 12 Support Points will give 1 Victory Point.
Trust Modified: N/A
Power Modified: Baseline 4 Power Lost. For every 4 Support Points, gain 1 Power, up to a maximum of 8 (total change would be adding 4.)
Duty Gained: Participants receive 5 Duty. Reaching 6 Support Points gives an additional 5 Duty.
Power Cost: 0
Participants: Unlimited (But note you cannot be in this one and another Operation Defiant Nexu event)
Timeslots: Late Night
Description: Operation Defiant Nexu has begun! While a few squads are sent in for high profile missions inside the base, the need for support roles is nonetheless high. In the beginning, a few officers were not too cautious about their positioning, and paid the price with their lives. Orders have, by now, been sent to exercise caution.
Rules: This event represents the support roles. Therefore, it is not true combat, but the existence of Clan Varad snipers does run the gambit of injury. Unless otherwise stated, below are the general rules for Advantage/Threat and Triumph/Despair:
The first 2 Advantage/Threat you roll are turned into a Bonus/Setback Die for your next check. For any left unspent, you may have them affect strain or give another person a Bonus/Setback die. An individual may only benefit from up to three Bonus dice from the event (meaning that you are not penalized for having bonuses from Talents.) Any Triumph allows for a failed check to succeed OR upgrade a participant's pool for a roll.
Target Selection: At the start of the event, make a Stealth (Agility) Check at Hard Difficulty with Two Dice Upgraded. Gain Two Boost due to the chaos of the operation. On a success, you are completely ignored for the rest of the event. On a failure, you are marked as a potential threat but not fired upon yet. A Despair on a failure will mean they take the first shot. Assuming you remain standing, proceed as normal.
The baseline dice pool made for the shot is 3 Proficiency Dice, 1 Ability Die, 3 Difficulty Dice, and 3 Boost Dice. Combat talents/armor can be used to mitigate damage or make the shot more difficult, e.g. Dodge and Deflect. The shot's baseline damage is 13 Damage with Pierce 2 and Crit 3. All Advantage/Triumph will prioritize Crit then deal Strain afterwards. Crits will receive a +20 Bonus. Threat will give you a Boost at a 2 to 1 ratio to your next roll and Despair will upgrade your ability die.
Aiding the Assault: You have up to five choices from the list below.. You may choose any of the ones from below as many as you time.
- Emergency Aid: Make a Medicine (Intellect) Check at Hard Difficulty to heal the injured. For each success, gain a Support Point. A use of the Heal Power suffices, with each Light Side pip gaining a Support Point.
- Seeing Threats: Make a Perception (Cunning) or Vigilance (Willpower) Check at Hard Difficulty. For each success, gain a Support Point.
- Delivering Orders: Make a Warfare (Intellect) Check at Average Difficulty to assess tactics. If you succeed, then you must succeed at a Leadership (Presence) Check at Hard Difficulty to convey them. Gain Supports Points equal to the second check's successes plus the first one's successes halved, rounded up. Gain none if you failed the second one.
- Fire Cannons: Make an Athletics (Brawn) Check at Average Difficulty to load munitions. If you fail, the following roll will take two Setback Dice. Make a Gunnery (Agility) Check at Hard Difficulty. For each success plus one, gain a Support Point.
Rewards/Outcome: In addition to the rewards listed below, if 16 Support Points are reached, then the sniper for her fight will be given Slow-Firing 1.
Every 12 Support Points will give 1 Victory Point.
Trust Modified: N/A
Power Modified: Baseline 4 Power Lost. For every 4 Support Points, gain 1 Power, up to a maximum of 8 (total change would be adding 4.)
Duty Gained: Participants receive 5 Duty. Reaching 6 Support Points gives an additional 5 Duty.