Squads & classes
Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.
Every soldier is a person with a class. Men stand in squads, and a squad is the piece that moves on the map. A squad has no leader of its own, except the squad your boss rides in. What a squad can hold is one number, its kit budget: men and gear both spend it.
How you use it
Everything happens in the CREW panel. It is one screen with these panels: Market, Owned, Kit, Recruit, the squad's street grid, Roster, Squads and Detail.
- Recruit. Men asking for work list their class and price. Press Hire (paid in Respect). A hired man waits in the Roster.
- Place. Drag a man onto a cell of the squad's grid, onto another man to swap places, onto a squad in Squads, or back onto the Roster. A man can only join or leave a squad while it stands idle in a town you hold.
- Gear. Buy puts an item in Owned. Drag it onto the picked man's Kit slots to equip it. While you hold an item over a slot, the footer shows what he would be with it.
- Grow. Upgrade kit budget on a squad raises its kit budget.
- Squads. New squad makes an empty squad at your seat. Delete squad sends its men to the roster.
- Detail is for the picked man: - His stat bars: HP, Hit, Shoot, Protection, Dodge, Squad bonus, Attack, DPS, Walk. - His kit cost and wage. - Level up, Change class and Make capo.
Every button that refuses shows its reason as the tooltip.
How it works
Squads
| Rule | Live |
|---|---|
| The grid | 3 columns × 4 rows. The column is where a man starts the street fight: back, middle or front |
| Kit budget | Each man costs his class's kit points plus his gear's kit points. The boss riding along costs leader points plus his gear. The squad's total must fit its budget |
| Where men change | Only in a town you hold, while the squad is idle: not fighting, not regrouping, not moving |
| Your first squad | A gang starts with one squad: its boss riding in it, 2 Thugs and 2 Thieves |
| The boss | He rides in the gang's first squad and fights as himself, under his own injury and capture rules. He stands in a cell and moves within his own squad, but never leaves it. A squad he leads cannot be deleted |
| Wounds | A man who goes down while his squad still has someone standing is wounded. He keeps his cell and heals over a few days (faster with a Clinic). When a squad's last man falls, every downed man in it dies |
| Car | An accessory: it never fights. With one car for every 4 men (boss included), the squad marches 1 day faster per hop |
| Wages | Every soldier draws his class's wage, whether he is in a squad or in the roster |
Classes
A class is permanent. Each class has lines, and each line reads one of the man's skills and adds that skill × a number to one stat. When a man changes class he keeps his old class's lines, so a Thug who becomes a Gangster carries both sets. Tier 1 classes read one skill and tier 2 classes read two. Some classes also carry one fixed trick.
| Class | Tier | Reads | Lines (per skill point) | Trick |
|---|---|---|---|---|
| Street Thug | 1 | Muscle | +2% HP, +2% melee | — |
| Thief | 1 | Cunning | +3% dodge | — |
| Crook | 1 | Charm | +2% damage for his whole squad | — |
| Hustler | 1 | Business | −5% kit points on his own gear (max 50%) | — |
| Gangster | 2 | Muscle, Business | +1% HP, +1% melee; +1.5 protection per Business | Rage: more damage as he loses HP |
| Heavy | 2 | Muscle, Charm | +1.5 protection (max 15); +1.5 guard for friends next to him | Free armour: armour costs no kit points |
| Ninja | 2 | Muscle, Cunning | +2% melee; +2% dodge | Flank: starts behind the enemy's back row |
| Gunman | 2 | Cunning, Charm | +2% ranged; +1% crit | — |
| Robber | 2 | Cunning, Business | +2% ranged; +2% steal chance; +5% bigger steal | Steal: attacks lift cash from the target outfit |
| Hoe | 2 | Charm, Cunning | +3% damage for his whole squad; +1.5 debuff on enemies near her | Debuff |
| Doctor | 2 | Charm, Business | +5% healing; +10% medkit size | Free medkit: a Doctor heals only out of the medkit he carries |
Squad-wide bonuses, debuffs and guards from different men do not add up: only the biggest one in the squad counts. Dodge never works against area weapons.
Getting a tier 2 class
| Rule | Live |
|---|---|
| Research | Each tier 2 class needs its research box. Gunman, then Heavy, are open from the start. Gangster, Ninja, Hoe, Robber and Doctor need the Gang tier first |
| Level | The man must be level 3 |
| Path | The new class must read a skill his current class reads (for example Thief → Gunman, Ninja, Hoe or Robber) |
| Sex | A Heavy must be a man; a Hoe must be a woman |
| Room | His squad's kit budget must have room for the higher class's kit points |
| Price | Free: reaching the level is the price |
| Hiring | Once researched, tier 2 men also turn up for hire, at a higher price |
Levels and promotion
| Rule | Live |
|---|---|
| Levels | Experience levels a man for free. Level up buys the next level early with Respect. A soldier caps at level 5 |
| Level effect | Each level past 1 adds damage and HP to his base |
| Skill points | A soldier earns one at each level from 2 on. They buy nothing yet: the SKILL TREE page reads PLACEHOLDER · COMING SOON |
| Make capo | For Respect, a soldier becomes a capo: he takes a roster seat, leaves his squad, and can run a town |
| Hire limit | No room for another man: n / limit (Neighbourhoods house more). |
In the fight
A man's fight sheet is his class's base row, plus his gear, his level and his class lines. The Detail panel shows the sheet the fight uses (its DPS is before protection and dodge). Attack speed comes from the weapon, and walk speed comes from the class (armour slows it).
Numbers (all TEMP)
| Number | Value | Where |
|---|---|---|
| Kit budget | starts 24, +6 per upgrade, max 48 | squads.kit_base / kit_step / kit_max |
| Upgrade kit budget price | 60 Respect × (upgrades taken + 1): 60 / 120 / 180 / 240 | squads.grow_respect |
| Class kit points | tier 1: 3 · tier 2: 5 · boss riding along: 3 | squads.classes.*.kit_points, leader_points |
| Hire price | 40 + 8 × best skill Respect; tier 2 × 1.6 | foundation.hire_respect_base / hire_respect_per_skill, squads.t2_hire_mult |
| Hire market | 6 men offered, age up to 45 | squads.hire_count / age_max |
| Make capo | 100 Respect | squads.capo_respect |
| Without the Respect wallet | 1 Respect = $10 | squads.cash_per_respect |
| Level up early | 75 Respect × his level | foundation.level_respect_cost |
| Soldier level cap | 5 | foundation.level_caps.man |
| Per level past 1 | +5% damage, +8% HP | squads.level_damage_step / level_hp_step |
| Class change level | 3 | squads.upgrade_level |
| Base rows [HP, melee, ranged, melee prot %, ranged prot %] | Thug 30/6/0/0/0 · Thief 30/4/8/0/0 · Crook 28/4/4/0/0 · Hustler 30/5/5/0/0 · Gangster 36/8/4/5/5 · Heavy 66/6/0/25/0 · Ninja 40/10/8/10/0 · Gunman 45/3/12/0/0 · Robber 36/4/10/0/0 · Hoe 30/2/3/0/0 · Doctor 36/2/3/0/0 | simple_combat.troops |
| Walk (cells/s) | 2.0; Thief and Robber 2.2; Ninja 2.6; Heavy 1.6; vest −0.2; never below 0.8 | squads.classes.*.walk, armour_slow |
| Seconds between swings | fists, knife, car 2.0 · pistol, katana 1.8 · baton, machine gun 2.2 · bat, chainsaw 2.4 · shotgun 2.8 | squads.swing_s |
| Dodge cap | 50% | squads.dodge_cap |
| Rage | up to +50% damage at 0 HP | squads.rage_max |
| Steal | 10% chance of $5 per attack; $40 per man dropped (before his lines) | squads.steal_chance / steal_small / steal_big |
| Doctor heal | 10 HP before his lines | simple_combat.passives.heal_hp_per_man |
| Car | 1 car per 4 men = 1 day faster per hop | squads.car_seats / car_march_days |
| Wage multiplier | Thug 1.0 · Thief, Crook, Hustler 1.2 · Gangster 1.4 · Heavy, Robber 2.0 · Gunman 3.0 · Hoe 1.5 · Ninja 3.5 · Doctor 2.5 | crews.json wage_mult |
See also
- Battles: when squads meet
- War & conquest: declaring and taking ground
- Payroll & wages: what your men cost
- Character creator: your boss
- Mechanics
Locked vs leftover
| Locked (document this) | Leftover / do not claim |
|---|---|
| Every soldier is a person with a class | Crews of many men raised as one unit (the older crew model) |
| Squads with no leader, capped by one kit budget | |
| Class lines accumulate along a man's path | A class swap that wipes the old lines |
| Tier 2 classes through research + level 3 | |
| Car is an accessory that only speeds the march | |
| Ninja flanks | Ninja hiding for the first rounds (the older crew passive) |
| Skill points buying anything (the tree is a placeholder) | |
| A research box raising the kit budget past 48 (config names one, but no such box exists yet) |