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stealthy [2022/04/14 07:47]
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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 defense]] can however discover them. +
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-Almost all nations will have some access to stealth through scouts -- either national ones (such as Bangar Log's ??Markata Scout??s) or generic independent ones (??Scout??) -- to hang out in enemy provinces and reveal what is happening there. Some nations have stealthy commanders (such as EA Ulm's ??Warrior Chief??s and ??Shaman#1160??s) and stealthy troops for them to lead (such as ??Steel Maiden??s).  +
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-Notably, all "elves" (Vanir, Tuatha, etc. -- see the roster of [[vanheim-ea|EA Vanheim]] for examples) are inherently stealthy, and have [[Glamour]]. Sometimes nearly everything fielded by [[nations#elf-like nations|these nations]] has stealth, leading to the potential for very nasty surprise attacks. This is colloquially referred to as "being elfed"+
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-Stealthy commanders can also be summoned, notably with the early [[rituals]] ??Black Servant?? and ??Bind Shadow Imp??.  +
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-<WRAP box round center 600px centeralign>**Detection** +
-<WRAP centeralign>{{abilities:stealthy.png?nolink}} **Stealth strength** = (Leader's stealth ability) - (number of stealthy units under their command with stealth ability < 50) +
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-{{:abilities:patrol_bonus.png?nolink}}**Destealth strength** = (Sum of patrolling units' patrol strengths) - min([[unrest]], 100)/2 + max(0, [[province defense]] - 14) +
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-Sneaking units are discovered if: +
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-**Destealth + 2d25 > Stealth + 2d25** +
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-Both of these rolls are open-ended. +
-</WRAP> +
-</WRAP> +
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-==== Practicalities of Stealth ==== +
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-A stealthy commander has a number of interesting uses: +
-  - [[Scout Reports|Scouting]] and witnessing battles their nation isn't involved in. +
-    * {{abilities:spy.png?nolink}} [[Spy|Spies]] can reveal additional information, cause unrest or infiltrate capitals. +
-  - Ferrying and carrying [[gems]] and [[items]] for an army. +
-  - Avoiding fights.  +
-    * 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]]. Using a ritual such as ??Teleport?? or ??Cloud Trapeze?? on top of a stealthy raider that has switched orders to hide or sneak will therefore not initiate combat. +
-  - Starting fights. +
-    * They can attack provinces the enemy thought were safe. When done on a massive scale, this is the infamous **"elfing"**. +
-    * This can be done by sneaking even through friendly lands so that enemy scouts do not see their approach.  +
-    * Using [[rituals]] such as ??Teleport?? or ??Cloud Trapeze?? on top of a friendly stealthy unit that has switched orders to attack their current province (without moving) will have the stealthy unit join the fight in the [[Magic Phase Movement|Magic Phase]]. +
-  - Moving into or out of [[fort|forts]] that are under [[siege]]. +
-    * Sneaking into a fort does not allow defending against a storming attacker on the same turn, but sneaking out of a fort can be done as an attack. +
-  - {{:misc:magic:holy.png?nolink}} Priests, if stealthy, can hide and [[dominion#preaching|preach]] in an enemy province. +
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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?? +
-  * ??Vengeance of the Dead?? +
-  * ??Murdering Winter?? +
-  * Using the [[wish]] spell to wish for friends, and being in the affected province +
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-{{tag>unit-abilities}}+
stealthy.1649922463.txt.gz · Last modified: 2022/04/14 07:47 by nunda