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stealthy [2020/04/10 20:34]
loggy as per questions-strategy
stealthy [2022/04/14 08:22] (current)
nunda redirect
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-======Stealthy====== +~~REDIRECT>Stealth~~ 
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-{{abilities:stealthy.png?nolink=|}} Stealthy units can move without being seen on the strategic map. This allows them to try to infiltrate hostile territories. [[Patrol]]ling units and the inherent patrol effect from [[province defence]] can however discover them. +
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-Stealth strength = (Leader's stealth ability) - (number of stealthy units under their command with stealth ability < 50) +
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-Destealth strength = (Sum of patrolling units' patrol strengths) - min([[unrest]], 100)/2 + max(0, [[province defence]] - 14) +
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-Sneaking units are discovered if: +
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-Destealth + 2d25 > Stealth + 2d25 +
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-Testing suggests that these rolls must be open-ended. +
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-===Practicalities of Stealth=== +
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-A stealthy commander has a number of interesting uses, such as being able to ferry and carry gems and items for an army. A commander set to perform a stealthy order does so before other orders such as rituals or assassinations, which can make them very difficult to catch, and rather effective at [[raiding]]. +
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-Commanders set on stealthy orders (hide or sneak) are unaffected by: +
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-  * Conventional assassination by units with the [[assassin]] ability +
-  * Remote assassination spells such as ??Earth Attack?? or ??Manifestation?? +
-  * ??Seeking Arrow?? +
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-Commanders set on stealthy orders are still affected by: +
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-  * ??Mind Hunt??, both as a valid target and protecting astral mage +
-  * ??Vengeful Water?? +
-  * Using the [[wish]] spell to wish for friends, and being in the affected province +
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-{{tag>unit-abilities}}+
stealthy.1586550846.txt.gz · Last modified: 2020/04/10 20:34 by loggy