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Some units can be improved with skill upgrades. These upgrades are applied when the unit is purchased.
Name | Prerequisites | Additional Cost | Additional Upkeep | Modifications |
---|---|---|---|---|
Master/Veteran | Consisists of level 1 individuals | +2c | +1c | Upgraded to level 3, increasing unit level by +2 |
Name | Type | Level | Competencies | Cost | Upkeep | Special |
---|---|---|---|---|---|---|
Guard Squad | Squad | 3 | Force, Sneak* | 4c | 1c | Sneak competency is only available on defense |
Bandit Pack | Squad | 4 | Force, Sneak | 4c | - | Only count as half level for Sneak competency |
Scouting Party | Squad | 4 | Force, Sneak | 8c | 2c | *, Only count as half level for Sneak |
Thug Squad | Squad | 4 | Force | 4c | 1c | - |
Adventuring Party, Neophyte | Squad | 5 | Force, Sneak, Charm, Lore | 10c | 3c | +2 bonus on Delve actions |
Mercenary Squad | Squad | 6 | Force | 4c | 2c | *, Can be recruited by others via bribes |
Soldier Squad | Squad | 6 | Force | 6c | 2c | Choose between: Spearmen or Archers |
Adventuring Party, Veteran | Squad | 7 | Force, Sneak, Charm, Lore | 15c | 5c | +2 bonus on Delve actions |
Adventuring Party, Famous | Squad | 9 | Force, Sneak, Charm, Lore | 20c | 7c | +2 bonus on Delve actions |
Adventuring Party, Neophyte: A newly established group of adventurers, seeking treasure and glory.
+2 bonus on Delve actions.
Consists of 4 level 1 adventurers
Adventuring Party, Veteran: A well established group of adventurers, a deadly group to be reckoned with.
+2 bonus on Delve actions.
Consists of 4 level 3 adventurers
Adventuring Party, Famous: Famous for their exploits, this group of adventurers have delved the deepest dungeons and slain powerful creatures.
+2 bonus on Delve actions.
Consists of 4 level 5 adventurers
Bandit Pack: Consists of 8 level 1 warriors.
Guard Squad: Consists of 4 level 1 warriors.
Mercenary Squad: The owner can choose to pay a higher upkeep if they wish.
Opponents can auto-succeed on the Recruit action by paying 3 x upkeep, but must guess the upkeep. Attempts to recruit without paying sufficient capital will result in the owner being alerted.
Consists of a level 1 sergeant and 9 level 1 warriors.
Scouting Party: Gains +2 to Investigate actions in open terrain.
Consists of 6 lvl 1 rangers.
Soldier Squad: Consists of 10 level 1 warriors.
Thug Squad: Consists of 6 level 1 warriors.
Name | Type | Level | Competencies | Cost | Upkeep | Special |
---|---|---|---|---|---|---|
Cut Purses | Squad | 2 | Sneak | 2c | - | Cannot be used for defense |
Informers | Network | 2 | - | 4c | 1c | *, Keeps an eye on activity in a locale |
Saboteurs | Squad | 3 | Sneak | 5c | 2c | *, Can damage and destroy facilities |
Smugglers | Squad | 3 | Sneak | 5c | 2c | *, Can stealthily move other units |
Thief Pack | Squad | 4 | Sneak | 4c | 1c | - |
Assassins | Squad | 6 | Force, Sneak | 10c | 3c | *, Can pin-point attack specific assets |
Spies | Squad | 6 | Sneak, Charm | 10c | 3c | Sneak and Charm actions are automatically Stealthy on any success. |
Assassins: If the assassins are part of a Stealthy Aggressive Attack or Cautious Attack action that includes only units that possess the Sneak proficiency, then you can choose to attack only one specific unit or lieutenant at the location. If the action is successfully stealthy, then only the attacked asset gets to defend.
Consists of 4 level 3 spies.
Cut Purses: Consists of 8 level 1 petty thieves.
Informers: Informers are placed in a Locale instead of a Location.
You treat secretive actions in the locale as if though they roll 1 less (meaning they fail on 7 or less).
Any non-secret Investigate action in the locale reported to their owner.
Consists of 16 level 1 commoners.
Saboteurs: When included in an Aggressive Attack or Cautious Attack action, facilities in the target location will be damaged or destroyed just like units on the opposing side.
Consists of 3 level 2 experts.
Smugglers: When included in a Move action makes the action automatically Stealthy, but does not allow units to move into locations where they could not usually end their movement. This costs an amount of Capital equal to the upkeep of the units. The smugglers can choose not to move.
The units also earns +2 Capital when making the Work action.
Consists of 6 level 1 petty thieves.
Spies: Sneak and Charm actions are automatically Stealthy on any success.
Consists of 4 level 3 spies.
Thief Pack: A pack of not exceptionally skilled thieves. Consists of 8 level 1 petty thieves.
Name | Type | Level | Competencies | Cost | Upkeep | Special |
---|---|---|---|---|---|---|
Troubadours | Squad | ? | Charm, Sneak | ? | ? | ? |
Seducer | Service | 3 | Charm | 4c | 1c | *, Prevent a target from performing actions |
Seducer: The seducer or seductress can target a unit or lieutenant with the following action:
(Charm vs Charm)
Complete Failure | Failure | Success | Complete Success |
---|---|---|---|
As failure, but only succeeds stealth on Complete Success | Seduction fails | Targeted asset is unable to participate in any action | As Success, but automatically Stealthy |
If a lieutenant is directing multiple Seducers, he can choose to direct them against multiple targets instead of just one. If the lieutenant choose this, then only the seducer's level is added to the roll (the seducer gets no benefit from the lieutenant's level and Charm score). It will also not be possible for the lieutenant to roll to make the actions stealthily, though the seducers can still accomplish stealth on a Complete Success.
Name | Type | Level | Competencies | Cost | Upkeep | Special |
---|---|---|---|---|---|---|
Petty Seer | Divine, Squad | 1 | Lore | 2c | 1c | *, Add +1 to a defense at a location |
Pair of Acolytes | Divine, Squad | 1 | Lore | 4 inf | 1r | Capable of minor miracles |
Hedgemage | Squad | 2 | Lore | 8c | 1c/1r | Capable of spellcasting |
Priest | Divine, Squad | 2 | Lore | 8 inf | 2r | Capable of minor miracles |
Sage | Service | 2 | Lore | 4c | 1c | +2 on Research Lore action |
War Mage | Squad | 2 | Fight, Lore | 6c | 2c/2r | Capable of spellcasting |
War Mage Squad | Squad | 5 | Fight, Lore | 12c | 3c/3r | Capable of spellcasting |
Hedgemage: Capable of spellcasting.
Consists of a level 3 hedgemage.
Pair of Acolyte: Capable of spellcasting.
Must be recruited a church. Their miracles will depend on their deity.
Consists of 2 level 1 priests.
Petty Seer: A minor diviner enlisted by the faction to foresee perils and allow swift counterattacks.
When enlisting the seer, or moving it to a new locale, pick one location in the locale. Add +1 to a defense against all actions against that location. This location can be changed for free at the beginning of your action phase.
Consists of 1 level 2 hedgemage.
Priest: Capable of spellcasting.
Must be recruited a church. His miracles will depend on his deity.
Consists of a level 3 priest.
Sage: +2 on Research Lore action.
Consists of a level 3 expert.
War Mage: Capable of spellcasting.
Consists of a level 3 guild wizard.
War Mage Squad: Capable of spellcasting.
Consists of 3 level 3 guild wizards.
Name | Type | Level | Cost | Upkeep | Special |
---|---|---|---|---|---|
Craftsmen | Shop | 6 | ? | ? | Has 1 static income |
Underground Road | Infrast. | 10 | 10c | - | *, Allows stealthy movement between two locales |
Underground Tunnel | Infrast. | 6 | 10c | - | *, Allows stealthy movement between two locations |
Craftsmen: A workshop employing cobblers, seamstresses, bakers, or similar craftsmen earning you capital.
Underground Road: Dig an underground tunnel between two locales. To construct the Underground Road you must have Underground Tunnels in both locales.
When using the Move Minion action between locations connected to the network, the action is automatically stealthy.
Underground Tunnel: Dig an underground tunnel between two locations in the same locale.
When using the Move Minion action between these two locations, the action is automatically stealthy.
Multiple tunnels can be linked together, allowing stealthy movement within the entire network.