Seeing as this is our first time implementing a Timer complication in the game, here's what the
Annihilation sourcebook says about them:
quote:
The Watcher may spend a doom die of any size to create a Timer complication. This defaults to d6, but particularly time-crunched situations (as stated in the Action Scene) may start higher. Place the Timer in the action order as if it were a Watcher character. Whenever it acts, the complication automatically steps up to the next die size. If it reaches beyond d12, it immediately doubles and moves to the doom pool, giving the Watcher the power to end the Scene. The Timer complication is also included in any Watcher reaction pool where time is a factor.
The heroes can target the Timer complication with tactics that could slow it down. Any such attack or effort to reduce the Timer complication may be opposed by a Watcher character in a position to oppose it, with a dice pool that includes the Timer complication; if nothing else, oppose the heroes with the doom pool plus the Timer complication. If the hero’s action total is higher, and the effect die is equal to or higher than the Timer complication, it steps back. Otherwise, it has no effect. As the Watcher, you may spend from the doom pool to step up the Timer if your reaction effect die is equal to or larger than the Timer’s current rating. Likewise, Watcher characters that are in a position to help can step the die up, unless successfully opposed by a hero.
The Timer is used in cases where the oncoming force is so powerful that the complication can never be eliminated from the Scene—it can only be stepped back to a d4. The Watcher may move the complication back to the doom pool at any time, if the heroes prove to be too annoying or if they flee.
I plan to disregard the last couple sentences, and allow the Timer to be removed just as any complication could be. However, it's worth noting the players in the stadium effectively have just two turns to get rid of those missiles!