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Faction Assets

Types of Assets

  • Divine: Can only be acquired through their church or other representative of their deity.
  • Network: A distributed group of people, hard to attack in one swoop.
  • Service: Noncombatant person or group, usually retained for a special service provided.
  • Magic: Capable of using magic.
  • Squad: A closely knit person or group that can be used for attack and defense.

Skills

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

Force

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
Brilliant Tactician Squad 6 Force, Lore - 2r *, Roll 3d6 pick two highest for Force 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.

Brilliant Tactician: A leader for the ages is in service with the faction.
Whenever the brilliant tactician is involved in any Force Actions (offense or defense), you get to roll 3d6 dice and pick the two highest for your roll.
Consists of 1 level 6 commander.

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.

Sneak

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 4 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 4 level 2 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.

Charm

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.

Lore

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 -
Hedgemage Squad 2 Lore 8c 1c/1r -
Illusionist Squad 2 Lore 6c 2c/2r *, Create misinformation about your actions
Priest Divine, Squad 2 Lore 8 inf 2r -
Sage Service 2 Lore 4c 1c +2 on Research Lore action
War Mage Squad 2 Fight, Lore 6c 2c/2r -
War Mage Squad Squad 5 Fight, Lore 12c 3c/3r -

Hedgemage: Capable of spellcasting.
Consists of a level 3 hedgemage.

Illusionist: When an illusionist is involved in an action, make a Straight Lore check using the Illusionist's level instead of the lieutenant's Lore. On any success, you can choose one piece of false information when others are informed of the action. On any failure, it becomes apparent that illusions were involved, and others are told what you were trying to do.
Consists of 1 level 3 guild wizard or hedgemage (choose when purchased).

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.

Construction

Name Type Level Cost Upkeep Special
Craftsmen Shop 6 12c 2r 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.

faction_assets.1583227666.txt.gz ยท Last modified: 2020/03/03 09:27 by dice_adm