My crews are slowly, but surely, building a list of “fans” that at some point strike back and execute their revenge or demand compensation for past griefs caused by the crew members. There are now downtime clocks that tick at each downtime phase based on the amount of fortune rolls equal to the rival’s faction tier.
Now, I wonder what are the appropriate moments when rival faction strikes back? I don’t see a strict enforcement of when this happens in Faction Play chapter, and there is certainly event related to this in the Engagement. But it is based on random roll and certain heat level, which is not always fit. Since we tell a story and the fiction is the driving force, I consider the following moment keeping in mind my understanding of the spirit of the game and the presented in the book framework for actions & phases:
1. During score - ideal moment for the rivals to interfere the crew. Two birds with one stone if they manage to beat them good and spoil the score.
2. During downtime phase, before or after the downtime actions. In the former case, the crew might be drained, depending on how their score went. Potential for a lot of traumas and even death if this is the case. In the latter they can be refreshed, manage to push back and start their next score with depleted resources, because they depleted all their downtime actions prior the hit. This replaces the roll for engagement or is triggered instead of some gang troubles. Definitely triggered on the higher heat levels that state it.
3. During free-form phase, where the crew gathers information. This is like option 2 more or less, but can hempen their ability to prepare for a score.
Is there another appropriate moment you can think of? Did I get the idea of rival factions interference right?