Message:Here's an example of the Xcel output for a program I've written to help me run the flip card campaign:
Climax Key for Component Manufacturing System
A -- Fluid Tanks: Connects to Section B and H. Site Danger>>>All attempt a roll or become Target Tracked. Hazard>>>Everyone roll Skill DOC MOS Specialists. May use additional Skills, Affinity and Implants to aid yourself and others. Each deficiency at the end of a single round suffers Walking.
B -- Skyhook Rail: This section connects to Area One. Connects to Section A and C. Combat>>>Fight a few squads under Condition Breach. PENALTY~Change one Sections of the outer ring (A to H) to dual status to include now a Bio-Tech & Med Lab. In this and all other remaining Sections of Bio-Tech & Med Lab, start with someone suffering Harm and zeroing his remaining Glory Pips. Nonetheless, the climax can also be concluded successfully by clearing and pacifying all Bio-Tech & Med Lab. Securing this site offers Tactical Advantage~This grants a free roll of Direct Plasma Cyclonic Field at the start of each encounter during the climax challenges.
C -- Naval Gun Platform: Connects to Section B and D. Roadblock Progress>>>Requires Skill Double-Precision Silent Ballistics for each trooper; each round before then causes a random character w/o coverage Loss Glory Pip or Abrasive. Keep trying round by round any known Skill, Affinity or Implant manipulation. Else give-up quest or die trying. Obstruction>>>Movement is stopped by Condition Overwhelmed. Combat>>>Fight a few squads led by Great Boss, plus added half D8 SpAT. TRIGGER~Before entering the Goal at the center, you must first clear and pacify every Navel Gun Platform on the map. When there are then any reason of the GM is valid; let's say turning large bronze values to position seven o'clock.
D -- Component Manufacturing: Connects to Section C and E. Roadblock Progress>>>Requires Skill Incendiaries & Ordnance for each trooper; each round before then causes a random character w/o coverage Vicious. Keep trying round by round any known Skill, Affinity or Implant manipulation. Else give-up quest or die trying. Combat>>>Fight a few squads under Condition Exploit. Fluke>>>One character at random suffers auto-Harm.
E -- Recycle Refuse: Connects to Section D and F. Hazard>>>Everyone roll Skill DOC MOS Specialists. May use additional Skills, Affinity and Implants to aid yourself and others. Each deficiency at the end of a single round becomes Unnerved. BOON~This grants a free roll of Battlefield Discipline at the start of each encounter during the climax challenges.
F -- Component Manufacturing: Connects to Section E and G. Roadblock Progress>>>Requires Skill Double-Precision Silent Ballistics for each trooper; each round before then causes a random character w/o coverage Harm. Keep trying round by round any known Skill, Affinity or Implant manipulation. Else give-up quest or die trying. Combat>>>Fight a squad under Condition Breach.
G -- Robotics & Union Hall: Connects to Section F and H. Obstruction>>>Movement is stopped by Condition Exploit. Combat>>>Fight a few squads under Condition Exploit. Securing this site inspires Local Fury~Whenever anyone rolls for Rapid Burst, he must make two attempts and take the lower.
H -- Phillips Pods (Power Dynamos): Connects to Section G and A. Hazard>>>Everyone roll Skill Jury-Rig & Fabrication. May use additional Skills, Affinity and Implants to aid yourself and others. Each deficiency at the end of a single round suffers Walking. Combat>>>Fight a few mortals; start with half D8 Abrasives. Securing this site offers Tactical Advantage~This grants a free roll of Cryogenic Damage Mitigation at the start of each encounter during the climax challenges.
1 -- Core Matrix Data Center: This section connects to Goal (X). Connects to Section 2 and 4. Fluke>>>Whenever anyone rolls for Double-Precision Silent Ballistics, he must make two attempts and take the lower. Combat>>>Fight a few mortals. TRIGGER~Before entering the Goal at the center, you must first clear and pacify every Recycle Refuse on the map. When there are then any reason of the GM is valid; let's say turning large bronze values to position seven o'clock. Securing this site offers Tactical Advantage~This grants each player a bonus of absorbing an extra Vicious during all encounters of the climax challenges.
2 -- Component Manufacturing: Connects to Section 1 and 3. Roadblock Progress>>>Requires Skill Direct Plasma Cyclonic Field for each trooper; each round before then causes a random character w/o coverage Walking. Keep trying round by round any known Skill, Affinity or Implant manipulation. Else give-up quest or die trying. Combat>>>Fight a squad w/ added SpAT.
3 -- Component Manufacturing: Connects to Section 2 and 4. Roadblock Progress>>>Requires Skill Demolitions for each trooper; each round before then causes a random character w/o coverage Loss Glory Pip or Abrasive. Keep trying round by round any known Skill, Affinity or Implant manipulation. Else give-up quest or die trying. Combat>>>Fight a few mortals w/ added half D8 SpAT.
4 -- Phillips Pods (Power Dynamos): Connects to Section 1 and 3. Hazard>>>Everyone roll Skill Entrenching Hydraulic Tools. May use additional Skills, Affinity and Implants to aid yourself and others. Each deficiency at the end of a single round suffers Walking. Combat>>>Fight a few mortals w/ added SpAT. Securing this site offers Tactical Advantage~This grants a free roll of Interrogate Man & Machine at the start of each encounter during the climax challenges.
Goal (X) -- City Hall, Executive Suites & Corporate HQ: Site Danger>>>All except Cruz attempt a roll or suffer Morale Shake. Combat>>>Fight a few squads led by Boss w/ all four Immunities, plus added half D8 SpAT. Hazard>>>Everyone roll Skill Star Point Field Overload. May use additional Skills, Affinity and Implants to aid yourself and others. Each deficiency at the end of a single round suffers Walking. Continue from here, win or lose, with the Travel Epilog.
The map has two concentric circles, a schematic representing the Climax planet or station.
Reach the Goal! Squad lands anywhere A to H in Jump&Die. May Dust-Off back to orbit from any of the same. Only one place connects to Inner Sanctums (1 to 4).
Only one section inside (1 to 4) connects to Main Goal at X, typically the Rival is there waiting.
TJ Boys would like Inner Sanctum Suzi Quarto investigated for A-Tech.
Covert Ops is ready to support in Section Echo. Their priorities could be skewed and result in very little of substance.
MACE Intel cautions against entering Map Grid Section B. This is not an order, just sound advise.
Following the first combat victory, the harsh measures that follow, you discover the Outer Ring route path lies at Section B.
Yours,
IronRed
20-Nov-2023