Forum:Incision (Mission)

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Spoiler warning: Plot and/or ending details follow.

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Fist of Crota

Cold Signal/Incision

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (minimum)

Location:

Incision, Aloria

Objective(s):

Cold Signal - A Hive Seeder lies dormant and abandoned. Investigate the silent wreckage and determine what forced the brood to withdraw.
Incision - Escape the Hive Facility before you are offered to Crota.
 

Incision is the seventeenth story mission of the Wrath of the Hive campaign.

Objectives[edit]

  • Cold Signal
    • A Hive Seeder lies dormant and abandoned. Investigate the silent wreckage and determine what forced the brood to withdraw.
  • Something is Wrong
    • The site is intact, yet unfinished. Scans return nothing—but the quiet presses close. Remain alert.
  • Ambushed
    • The Hive strike without warning. Survive the sudden assault and endure their overwhelming response.
  • Awaken Below
    • You regain consciousness deep beneath the surface. The air is heavy with ritual energy and distant movement.
  • Bound
    • These restraints were not meant to hold prisoners. Test their limits and learn what the Hive intend for you.
  • Not a Prison
    • This place exists to prepare, not confine. Observe the holding site and uncover its grim purpose.
  • Sever the Locks
    • The way out is sealed by Hive design. Each safeguard must fall for escape to be possible.
    • Runes Disrupted: X of 3
  • To the Surface
    • The Hive will not let their offering slip away. Fight through their fury and reach the surface before the ritual completes.

Modifiers[edit]

  • Master Modifiers
    • Combatant Tier 3 - Deadly Combatants- Extreme numbers of advanced and challenging combatants will appear.
      • Three times as many enemies, and a moderate number of majors
    • Extra Shields- More enemies have shields.
      • More combatants have shields.
  • Shielded Foes: Solar/Arc- You will face Combatants with Arc, and Solar Shields. Activity modifiers may add more shield types.
  • Galvanized III- Combatants are extremely hard to stun.
    • Enemies have maximized health and advantage against being stunned. They also gain Health Boost III.
    • Health Boost is 75% of their health, rounded up to nearest whole number.
  • Champion Foes (Barrier/Unstoppable)- You will face Barrier, and/or Unstoppable Champions. Your fireteam must equip Anti-Barrier, or Anti-Unstoppable mods to your gear to defeat them.
    • Barrier and Unstoppable Champions are present in this mission.
  • Contest - The activity is at a fixed difficulty. Test your might.
    • Every enemy will be stronger than you, deal higher damage, have increased health, and destroy creature will not auto kill most enemies. The activity's difficulty is increased by one power tier. Activate Combatant Tier III, and Galvanized II unless told otherwise. If Banes present; Scourge II. Also Activate Extra Shields.
  • Legendary- Heavily Shielded and Highly Aggresive combatants appear in great numbers.
    • Shields on for all combatants that can have shields, everything is tankier (Maximized health for all combatants), and destroy creature doesn't autokill. Activate Expert Modifiers.
  • Match Game-Enemy shields are highly resistant to all unmatched elemental damage.
    • Creatures with elemental-aligned energy shields (arc, solar, or void) are resistant to all damage except the alignment type of their energy shields. In addition, they are not vulnerable to damage matching the alignment type of their energy shields.
  • Loadout Lock- You will not be able to change your equipment after this activity starts.
    • Players cannot change their equipped gear while on mission, nor can they change their spells, or powers.
  • Limited Revives- Limited fireteam revives. Gain additional revives by defeating Champions.
    • Limit Restoration Charges for the party or per guardian. Also if using this modifier add a house rule to allow players to heal without expending Restoration Charges. Minimum of 1 to start.
  • Fire Pit- When defeated, Acolytes spawn fire pools that cause damage over time.
    • Acolytes spawn a 5-foot pool of fire on death. This pool deals 8 (2d8) solar damage, and lasts for 3 rounds. While active any creature hostile to the caster begins burning taking the damage at the start of each of their turns. The burning can be ended upon leaving the pool.
  • Scourge 3- Combatants with Banes are encountered significantly more frequently.
    • Atleast 14 Bane combatants on the field
  • Curated Banes- Caltrops, Medusa, Zealous
    • Bane: Caltrops- Affected combatants drop damaging Elemental pools during combat and after being defeated.
    • Bane: Medusa- Looking directly at this affected enemy combatant builds up Stasis slow stacks on you until you freeze.
    • Bane: Zealous- When defeated, affected combatants emit a wave, causing nearby combatants to become faster and more aggressive.
  • Battlefield Promotion- You may encounter combatants who were recently promoted. When a combatant defeats a player or another combatant, they get promoted.
  • Durandal's Edge- When you're holding a Sword, damage from nearby combatants is reduced.
    • While wielding a sword, all damage from enemies within 10 feet is reduced by half.
  • Slayer- The player with the most final blows during an activity deals moderately increased damage.
    • In a fireteam, the Guardian with the most final blows gains double damage.
  • Healing Finisher- Performing a finisher on a combatant heals you.
    • If you finish a foe, you heal to full.

Enemies[edit]

Hive - Spawn of Crota/Hidden Swarm
Champions

Bosses[edit]