INFIL/EXFIL
A downloadable pamphlet
Pamphlet supplement for FIST.
This handy pamphlet contains several ways for getting agents in and out of the danger zone. Jeeps, gunships, teleporters, you name it.
It also conatins tables full of things that can go wrong. Perfect for creating tense infiltration scenes and action packed escapes.
Made for the FIST: JAM OPS game jam
Licenced under CC BY 3.0
Based on FIST by B. Everett Dutton and Ripley Caldwell
FIST is licenced under (CC BY 3.0 US)
Layout based on the template by Bruno Prosaiko (CC-BY).
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (8 total ratings) |
Author | Jan-Sebastian Uruba |
Tags | Supplement, Tabletop role-playing game |
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Comments
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This supplement does what it says on the cover, covering just about every method of egress that might come up in a game and providing unique tables for each. The tables follow the philosophy of the core game, being extremely simple to use and by extension simple to integrate into a game. Each table having different setbacks and different odds of success without setbacks makes the choice of infil/exfil type feel meaningful, though some feel much more punishing than others. Overall the supplement is solid, especially for the price.
Infil/Exfil is a quick supplement that adds some extra charm to the start and end of your FIST missions.
The PDF is 2 pages, with a nice technical manual feel to its pamphlet layout. Everything is cleanly organized and easy to read.
Contents-wise, there's a range of different types of infiltration and exfiltration options, but they ultimately boil down to a dice roll to see if something goes wrong. And statistically, something usually goes wrong.
None of the complications are so severe that that they'll kill characters outright, but they can put the squad in difficult situations or force hard choices. And for exfiltrations, they can require the operatives to have a backup plan.
I think my only quibble with Infil/Exfil is that it seems like with a little bit of bad luck, it's easy to get stuck in a loop of multiple failed exfiltrations. To that end, it might make more sense to only roll for a consequence on an exfiltration if the exfiltration is hot.
Overall, this is a really neat add-on for any game of FIST. It keeps the entry and exit points for missions nice and dynamic, and adds some extra tactical flair to a game that revels in precisely that.