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faction_turn [2020/02/23 10:02]
dice_adm [Stealthy Actions]
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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 **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).
  
 The influence can be spent to get a bonus to actions involving that faction, or to pay for certain actions (such as Ally and Claim). The influence can be spent to get a bonus to actions involving that faction, or to pay for certain actions (such as Ally and Claim).
  
-=== Discrete Influence ===+==== Discrete Influence ​====
 When performing the Ally, Claim, Influence or Rally action on an NPC faction, other factions that have influence with the faction will learn of your attempt, unless you pay 1 influence. Everyone else will learn, unless you pay 0 influence (I.E. usually they won’t). When performing the Ally, Claim, Influence or Rally action on an NPC faction, other factions that have influence with the faction will learn of your attempt, unless you pay 1 influence. Everyone else will learn, unless you pay 0 influence (I.E. usually they won’t).
  
faction_turn.1582452176.txt.gz · Last modified: 2020/02/23 10:02 by dice_adm