Combat & the Triangle
Every crew member belongs to one of four schools, and three of them hold each other in check.
The strength triangle
Muscle beats Connections. Connections beats Cunning. Cunning beats Muscle.
| Archetype | What it does | Beats | Loses to |
|---|---|---|---|
| Muscle | Solves the problem by standing in front of it. A hard threat breaks a soft negotiation. | Connections | Cunning |
| Connections | Solves the problem across a table. A well-placed favor buys a spy from the other side. | Cunning | Muscle |
| Cunning | Solves the problem before it arrives. An ambush wastes brute force. | Muscle | Connections |
| Support | Keeps the order around the problem: money, roads, healing. Outside the triangle, neutral. | - | - |
Hitting an archetype you beat: +35% damage. Hitting one that beats you: −25% damage. Support is neutral.
The squad
One leader and four crew: two in front, two behind. The leader can't be hit. Front line takes the hits. Back line stays safer.
How a fight runs
- Fights are automatic and last up to 15 turns. If time runs out, the defenders hold.
- Critical hits: 5% base chance, ×1.5 damage.
- Damage varies a little each hit (95%-105%).
- Active skills recharge every 3 turns.
- The leader's Ultimate charges 15% each turn and 10% when an ally goes down. It can fire from turn 3.
- Crew never die. Beaten crew are injured for a few minutes and cannot go out until they recover.
If you lose
- Your squad was weaker than recommended. Train crew at the Boxing Gym.
- The enemy had the edge over your types. Swap in the archetype that beats them.
- Hurt crew fight worse. Let them recover.
The full damage formula is not published; it is still being tuned.