Heist Planning
Upon entering a tournament, players begin planning the heist. Planning occurs in three steps:
Draw and Re-Roll
Choosing Operators
Equipping and Positioning Operators
Step 1: Draw and Re-Roll
Every tournament starts the same with the draw. Each player receives:
6 Operator cards
8 Weapon cards
8 Armor cards
16 Gadget cards
Players can re-roll any of the cards they receives, as many times as the tournament allows. Re-rolling is not required, and a player can skip this step whenever they are satisfied with their re-rolls.
Re-roll allotment is determined at tournament creation and may include as few as 0 re-rolls. The number of re-rolls is always visible before committing to join a tournament.
Step 2: Choosing Operators
A heist occurs with 4 operators, so players must choose 4 out of the 6 they drafted. While re-rolls are final, players may return to step 2 anytime before committing their plan.
Returning to step 2 after equipping operators with gear in step 3 will not reset their equipment unless the operator is swapped out.
Step 3: Equipping and Positioning Operators
Players equip their operators by dragging and dropping weapon, armor, and gadget cards to their operator cards. Each operator must have only one weapon and one armor card before committing their plan. The maximum number of gadgets that an operator may equip is designated on the operator card by the "Slot" indicator.
You can swap both armor and weapon cards between operators by dragging one operator card over the other or swap weapon/armor cards individually by dragging one of them to the other operator's card.
Gadget cards cannot be swapped between operators. They must be manually swapped one-by-one.
At any point in this step, players may choose to position their operators on the map.
The player determines which room each operator will start in by clicking on the room and designating the operator that will occupy that room. The order that operators are placed in the same room establishes a frontline and backline for that room. Operators placed in the room first will be on the frontline, and each subsequent operator will be place in line behind them. This is the only point that the player has control over who is frontline or backline.
Players will also establish when each operator will attempt to use their equipment and specials. For each active-use equipment and special, players can choose whether to have the operator execute it in the starting room or the main room. Players establish order to use gadgets if multiple can be executed by the same operator by dragging the equipment in the order they want to execute it.
The order that you equip gadgets matters. Active gadgets equipped first will be used first in the room you designate them to be used in.
Gear order:
Operators check to use the first gadget in their list if available on their turn
If unavailable, the operator will check for the second gadget
If no gadgets are available, the operator will perform a basic attack
If the operator moves rooms and they still have a starting room gadget available, that gadget will take priority on their next round
Toggle active gadgets and specials for main or immediate use to help strategize the heist plan.
Ex:
Kit has a Smoke Grenade, Flashbang, Basic Medkit, and Frag Grenade
The player sets preference for Kit to use Smoke Grenade then Stun Shot in starting room and Basic Medkit then Frag Grenade in Main Room
On his first round, Kit is able to use Smoke Grenade, so he takes his turn to use it
By his second round, his partner has cleared the room, and he moves to Main Room
Kit’s equipment order prioritizes his unused starting room equipment and then continues with Main Room equipment
For operators with active specials that need to be executed or deployed, they will execute their equipment before they execute their special. If a player wants their operator to execute their special first, they will need to have their operator use only passive gadgets or save all of their active deployed gadgets for Main Room.
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