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faction_turn [2020/02/23 09:56] dice_adm |
faction_turn [2020/03/03 09:37] (current) dice_adm |
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* [[Attributes]] | * [[Attributes]] | ||
* [[Faction Actions]] | * [[Faction Actions]] | ||
- | * [[Faction Assets]] | + | * [[Force Assets|Faction Assets]] |
</WRAP> | </WRAP> | ||
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Lower units can combine for an effective higher level, so they can in turn combine with higher level units. //So two level 1 units can combine to be an effective level 3, which can then combine with a level 3 lieutenant for a final effective level of 5.// Remember that you are limited by your faction’s cohesion. | Lower units can combine for an effective higher level, so they can in turn combine with higher level units. //So two level 1 units can combine to be an effective level 3, which can then combine with a level 3 lieutenant for a final effective level of 5.// Remember that you are limited by your faction’s cohesion. | ||
+ | |||
+ | ^ # Units ^ Level increase ^ Other Combinations ^ Total Level ^ Calculation ^ | ||
+ | | 2 | +2 | 1. + 2. | 3. | 1. + 1. = 1. + 2 = 3. | | ||
+ | | 3 | +3 | 2. + 3. | 4. | 2. + 2. = 2. + 2 = 4. | | ||
+ | | 4 | +4 | 3. + 4. | 5. | 3. + 3. = 3. + 2 = 5. | | ||
+ | | 5 | +4 | 1. + 3. | 3. | 1. is not within 1 of 3., so does not combine | | ||
+ | | 6 | +5 | 1. + 1. + 3. | 5. | (1. + 1.) + 3. = 3. + 3. = 5. | | ||
+ | | 7 | +5 | 1. + 1. + 2. | 4. | (1. + 1.) + 2. = 3. + 2. = 4. | | ||
+ | | 8 | +6 | 1. + 2. + 3. | 5. | (1. + 2.) + 3. = 3. + 3. = 5. | | ||
==== Straight Check ==== | ==== Straight Check ==== | ||
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You can attempt to stack the deck when performing an action. A decent in-game plan when describing your action may give a bonus, just as an ill-advised action given the in-game circumstances might give a penalty. Performing custom preparatory actions can also tip the scales; such as luring away the city guards using your saboteurs as a distraction, before sending in your thieves for the Steal action. Finally, items can also give bonuses. If you have stolen the uniforms of the army you are going to infiltrate, it might give your spies a bonus if they use them. | You can attempt to stack the deck when performing an action. A decent in-game plan when describing your action may give a bonus, just as an ill-advised action given the in-game circumstances might give a penalty. Performing custom preparatory actions can also tip the scales; such as luring away the city guards using your saboteurs as a distraction, before sending in your thieves for the Steal action. Finally, items can also give bonuses. If you have stolen the uniforms of the army you are going to infiltrate, it might give your spies a bonus if they use them. | ||
- | ==== Income Actions ==== | + | |
- | Some units and locations have an income action. Instead of performing a normal action, a number of units equal to your faction’s cohesion can be assigned to a lieutenant to earn their income. All units assigned to a lieutenant must be of the same income action type. If you possess a smuggler (Sneak Income Action), a thief pack (Sneak Income Action), and a Franchise (Charm Income Action) you can assign either the smuggler and the thief pack (Sneak) or the Franchise (Charm) to a lieutenant. To earn all incomes, you will need to use two lieutenants. | + | |
==== Projects ==== | ==== Projects ==== | ||
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**Actions that are always unnoticed:** Conceal | **Actions that are always unnoticed:** Conceal | ||
- | ==== Influence ==== | + | ===== Minion Movement ===== |
+ | When a lieutenant performs an action, the lieutenant and any units supporting it may move freely inside the locale in which they are located (though within the limits of the fiction). After the action has been finished the minions can end the action in different locations than they started. | ||
+ | |||
+ | An action can only be performed inside the locale that the acting lieutenant is located in, and can only be supported by units in that locale. | ||
+ | |||
+ | //A lieutenant at the main hideout can be supported by a guard squad from the barracks and a guard squad from the keep, to attack town hall. Once the action is done both guard squads could end their turn at the barracks, and the lieutenant could end at the wizard's tower. However, the lieutenant could not end at the wizard's tower if they wizard faction is unwilling to let her in.// | ||
+ | |||
+ | To move further than within the locale, the [[Faction Actions#Move Minion]] action can be taken. The [[Faction Actions#Move Minion]] action can also be used to freely move all units within a location (up to your Cohesion rating). | ||
+ | |||
+ | ===== Influence ===== | ||
You can gain influence with NPC factions by using the Influence faction. However, this is still subject to common sense (a king will not support the nobles’ rebel faction). | You can gain influence with NPC factions by using the Influence faction. However, this is still subject to common sense (a king will not support the nobles’ rebel faction). | ||